For the complete documentation index, see llms.txt. This page is also available as Markdown.

Rough Base Map

Spend more time planning your layout so you will spend much less time revising it later.

Solidify Your Ideas

Design Considerations

  • List all areas where gameplay will occur and estimate the space needed (small, medium, larger). This may include: Social meetups, quests, boss fights, parkour zones, quests, view points, hidden zones, limited access content (using NFT Sensor), etc.

  • Plan where the entrance(s) and exit(s) of each play area will be to provide the best flow through each area and the best transitional views.

  • Decide the best way to arrange your play areas to connect to each other, shifting your 2D mindset into a 3D one.

Start Planning in 2D

It's easier to start thinking in 2D when planning how areas for game events will connect. Sketching out ideas in a top-down or side perspective to test rough ideas fast.

Shift to Planning in 3D

Make rough 3D sketches, arrane play areas to align, and begin planning use of vertical space.

Build a Mini Blockout

Design Considerations

  • Build your model at scale with your Experience size for easy translation into Game Maker

  • Take advantage of vertical space when it makes sense to make your Experience feel grand

  • Zoom in to test the player perspective as you move between play areas and adjust as needed

  • Colour code play areas to communicate design more easily (don't paint it realistically)

  • Use one colour for the intended play path for your Experience's design

  • Use one colour for potential paths to help anticipate and visualize player decision making

Example:

This monchrome mini blockout provides enough detail for level designers to easily figure out where most larger assets belong and the general layout of the Experience with labels added.

You can also colour code areas for game events and use the same colour code system later to track assets that will be used in those areas.

Drawing

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