Gym Scene

Also known as:

Classification

  • #method
  • #process/testing #process/developing
  • #roles/designer #roles/engineers
  • #used-by/engineers #used-by/designer
  • #tools/digital

Intent

  • Gain a practical overview of your level.
  • Test your metrics, character controller, and mechanics.
  • Evaluate how your level utilizes space effectively.

Problem

  • You have a conceptualized level and want to test it.
  • Mechanics, game plans, and the level layout are already defined.

Solution Approach

  • Utilize a gym scene to test your planned and designed elements.
  • Verify if everything functions as planned and aligns with your vision.

Application

Input

  • A map (optional)
  • Decisions about the game mechanics about to be implemented and tested
  • Decisions on the interactable objects, not necessarily the finished assets

Application

  • Build a level in your Game Engines of choice, doesn’t have to look like your planned level but should include all important elements of your gameplay
  • Roughly define the blocks and objects as obstacles, interactables or other important elements. These can be Blockouts.
  • Try to play the character and challenge the metrics and mechanics to find bugs as early as possible.

Output

  • A platform with objects that you can use for testing what you had in mind, a form of Prototype.
  • Different variations of your mechanics, e.g. different platforms for different jumping techniques, moving platforms.

When to use it

  • For testing your mechanics and ideas

Relevant Roles using this model

  • #roles/designer Designer #used-by/designer
  • #roles/engineers Engineer #used-by/engineers
  • Collaboration between these

Relevancy in the following processes

Applicability

  • It’s not an actual level, so avoid using it when you intend to create your level from a map. Instead, employ it to test the limits of your mechanics and discover new ideas that expand those mechanics.

Pros and Cons

Pros:

  • Provides a quick way to create a practical testing environment without requiring polished assets.
  • Identifies bugs and limitations early in development.
  • Encourages the discovery of unforeseen possibilities.

Cons:

  • Not a complete level, limiting its assessment to functional analysis.
  • Challenging to evaluate storyline and gameplay beats; it’s primarily suited for exploration and mechanics testing.

Relation with other Methods

Examples

  • random blocks placed to test mechanic (Alex K. @TychoBolt, 2020)

Relevant Tools

Relevant Literature

TychoBolt (K., Alex) 2020 - In Pursuit of Better Levels

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