# Rough Base Map

## Solidify Your Ideas

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{% tab title="Design Considerations" %}

### Design Considerations

* List all areas where gameplay will occur and [**estimate the space needed**](https://docs.sandbox.game/jp/creators/basics/scale) (small, medium, larger). **This may include:** Social meetups, quests, boss fights, parkour zones, quests, view points, hidden zones, limited access content (using [**NFT Sensor**](https://docs.sandbox.game/jp/creators/game-maker/document/components/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.
  {% endtab %}

{% tab title="Start in 2D" %}

### 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.

<div><figure><img src="https://1963719226-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FV8pr5EgDZn2rnTUJE8XB%2Fuploads%2F5cPuYCFbTsi2k94CnaDA%2Fimage.png?alt=media&#x26;token=bc039a74-36f4-47c4-8bbe-fd8206113cd0" alt="" width="288"><figcaption></figcaption></figure> <figure><img src="https://1963719226-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FV8pr5EgDZn2rnTUJE8XB%2Fuploads%2FLSttTANkHxAZSoAv1F61%2Fimage.png?alt=media&#x26;token=08bf793f-8221-487a-b81a-42064676cee7" alt=""><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Shift to 3D" %}

### Shift to Planning in 3D

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

{% hint style="success" %}
**TRY AI**

If you feel stuck, try prompting an AI image generation tool with keywords from your design plan to get some inspiration.
{% endhint %}

<div><figure><img src="https://1963719226-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FV8pr5EgDZn2rnTUJE8XB%2Fuploads%2FCeXq1vqVuPzXEKDYEams%2Fimage.png?alt=media&#x26;token=5de2bb88-dfbf-4e28-aeac-2dd48373d6a0" alt=""><figcaption></figcaption></figure> <figure><img src="https://1963719226-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FV8pr5EgDZn2rnTUJE8XB%2Fuploads%2Frefdwr50kixP15Bt52bq%2Fimage.png?alt=media&#x26;token=686d0aab-a459-48ec-bcfa-99a6dc1ff40f" alt=""><figcaption></figcaption></figure></div>
{% endtab %}
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## Build a Mini Blockout

{% hint style="warning" %}
**USE VOXEDIT**\
Game Maker is an excellent *building* tool, but you can't easily move blocks if you change your mind, which happens constantly when planning a base map.

:star: VoxEdit is a fantastic *planning* tool to build a rough base map. It's easy to select and move voxels and you can build your model to scale with your Experience: **1 voxel = 1 block**
{% endhint %}

{% tabs %}
{% tab title="Design Considerations" %}

### 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
  {% endtab %}

{% tab title="Example" %}
**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.

<img src="https://content.gitbook.com/content/V8pr5EgDZn2rnTUJE8XB/blobs/AuhVeT2VAZvSfIpJLLTf/file.excalidraw.svg" alt="" class="gitbook-drawing">
{% endtab %}
{% endtabs %}
