Milestone 3 — Level Map

GAME 1303 · Week 8 — Tuesday, October 13 · Map + walkable blockout, reviewed in class · 5 points


The deliverable

Two things that describe the same space:

  1. A level map — a drawn, annotated plan of one level of your game.
  2. A blockout of that map — the same level, built in the engine, walkable end to end with your Week 5 mechanic.

The map is the design. The blockout is the proof that the design survives contact with the engine. They must match; where they don't, you annotate what changed and why.


Part 1 — The level map

Hand-drawn on paper, drawn in Photoshop, or made in any tool. Scanned or exported as an image.

Must be annotated. An unlabeled drawing of a level is a picture, not a map. Mark:

That last one matters most. Every section of a level should either teach the player something or test something already taught. A section that does neither is a corridor, and corridors are what you cut when the level runs long.


Part 2 — The blockout

The same level, built in engine, with placeholder geometry.

Requirement Detail
Walkable start to exit Someone else can complete it without instructions
The gate and key work Use TriggerZone; the gate genuinely blocks until the key is collected
A working checkpoint Death or failure returns the player to it, not to the start
Greybox only Untextured geometry or plain tiles. Art is not graded here.
Your mechanic is required The level cannot be completed by walking alone — the Week 5 verb must be needed

That last requirement is the one people miss. If your level can be finished without using your core mechanic, the level isn't about your game yet.

Feeding exercise: Ex 5 — Space & Pace (Wk 7), which builds exactly this structure at small scale.


By track

Track Map means Blockout means
2D Annotated side or top view of the level Tilemap (Unity) or Paper2D (Unreal) greybox
Puzzle Puzzle sequence chart — the order puzzles are introduced and how each escalates Three built, playable puzzle instances in sequence
Narrative Scene/beat map — spaces, the beat in each, and the branch points Walkable space with trigger volumes placed for each beat
3D Top-down plan with elevation notes Greybox geometry, camera working throughout
VR Play-space diagram — reachable zones, teleport targets, seated/standing envelope Blockout tested in headset, comfortable to traverse

Submission


Rubric — 5 points

Criterion Pts Met when
Map artifact 2 Drawn map with start, exit, gate, key, checkpoint, hazards, route, and pacing marked
Blockout walkable 2 Playable start to exit by someone else, with gate, key, and checkpoint functioning
Design intent 1 Each section's purpose is annotated, and the core mechanic is required to complete the level

Common failure modes


Why the map comes first

Redrawing a level takes ten minutes. Rebuilding one takes an afternoon. The habit this milestone builds — draw it, annotate it, then build it — is the one that keeps your Week 15 build achievable.