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
- Create a first draft of your Map that shows every important element you want to include.
- You can refer back to the Drawing a Map method to get an idea of how to draw a level map.
- Relevant roles: Designer, Artist.
- Tools: Digital Art Tools, Non-digital Design Tools.
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
- Refine the map by taking into account all the points that need to be changed.
- Draw the refined map with more detail, at some point considering metrics as well.
- Relevant roles: Designer, Artist.
- Tools: Digital Art Tools, Non-digital Design Tools, Computational Tools.
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).
Related Processes
- 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
Totten 2019 - An Architectural Approach of Level Design
Schell 2014 - A Book of Lenses
Zimmermann 2003 - Play as Research
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Notes mentioning this note
Molecule Diagram
also known as:
Classification
#method
#medium/diagram
#medium/graph
#medium/visual
#tools/non-digital
#tools/digital
#process/planning
#process/designing
#roles/designer
#roles/engineers
#roles/artists