Iterative Map Design

also known as:

Classification

#process

Intent

  • Build a detailed map of the level.
  • Improve upon older map designs.
  • Constantly update the map.

Problem

General

  • Any product goes through different steps of production (see Software Engineering Workflow).
  • Designing comes before the actual development/prototyping.
  • However, in the production phase, the limits of the product are discovered, and sometimes the product’s design has to be changed.
  • Agile Development focuses on iterations (Agile Manifesto).

Specific

  • Iterative design integrates feedback from other designers, team members, and external playtesters.

Process Steps

Iterative Design according to Zimmermann:

Step 1: Draw a Map

Step 2: Test

  • Test your first draft of the map by Gamespace Prototyping the layout, meaning that you build the layout of the map with simplified mechanics and forms.
  • This will result in a prototype of the level.
  • A map can also be tested without a prototype. Instead, you can test the map by merely discussing it with other designers who have different insights into the level.
  • Relevant roles: Designer, Engineer.
  • Tools: Game Engines.

Step 3: Analyze

  • Discuss what you found out in the Prototyping step or while discussing the map with each other.
  • Identify what works and what doesn’t work in the layout.
  • Also, consider the pacing (can be analyzed in a Pacing Diagram) and how the map enforces the pacing you imagined.
  • Document your findings to keep in mind what needs to be changed.
  • Relevant roles: Designer.

Step 4: Refine

Step 5: Repeat from step 2

  • Iterate over the process until you’re satisfied with your findings.

Applicability

  • Similar to prototyping your overall level, iterating over your map is an important step to discover problems early on.
  • It’s a design step, but the map is still updated during the development phase.
  • Consider how many loops you want to do as they cost money and resources.

Pros and Cons

Pros:

  • Find problems early on.
  • Keep your map updated with your ideas and findings.
  • Problems get smaller and smaller with more iterations.

Cons:

  • Need to spend more time and resources on iterations.
  • Might be difficult to make a loop/iteration meaningful and truly realize its potential (Schell 2014).
  • Can be done in parallel with Game Development during the pre-production, production, and testing phases.
  • Combat Design can also be taken into consideration with the map design.
  • Gamespace Prototyping of the level uses the material created in the iterative map design as well.

Relevant Literature

Game Design Workshop

Totten 2019 - An Architectural Approach of Level Design

Schell 2014 - A Book of Lenses

Zimmermann 2003 - Play as Research

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