Article / 12 March 2023

Game Environment Art theory. PAPERMAP

Hey, let's talk about papermap.

Once the concept and location elements have been established, the next stage is to plan the gameplay for the level. This involves creating a schematic plan (papermap or top down layout) and documenting the gameplay in detail.


What is papermap? 

It is visual blueprint/floor plan of the level. It can be digital or on real paper. Usually orthographic, with no perspective.

Why is a papermap necessary?

A papermap is an excellent tool for presenting a level and understanding exactly what you are going to create. It also provides a visualization of how a level will play or how a standalone game environment will appear. It serves as a template during the initial stages of production and is used as a guide when creating the level in a 3D modeling software or level editor. It's important to remember that the top-down layout is just a starting point, and changes will likely be made based on play-testing and feedback during production.


I must say that there is no need to think about the quality of the sketches here - anyone can draw with simple lines and shapes well enough to help in planning.

Methods of creation of top-down layouts can be broken down into three categories: 
• Traditional way  (e.g. pen/paper, White board, Legos, building blocks or other rudimentary physical objects) 
• Using a computer (software)
• Combined technique (hand drawn first and edited using the software after)


Using a drawing tablet is my preferred method for creating a top-down layout, which I use approximately 90% of the time.

To begin creating a layout on paper, it's important to start with a rough sketch by drawing shapes and pathways that reflect your initial ideas for the layout. Avoid the urge to edit or refine the sketch at this stage, as the goal is simply to document your thoughts and ideas on paper. Refinement of the layout can come later, but for now, the focus should be on getting your initial ideas down on paper without any editing. 


After completing a rough sketch, the next step is to refine and redraw the layout until you arrive at a final paper layout, which may take several iterations.


What should be shown on your pepermap?

  • playable or non playable areas, killzones
  • Topology of the level
  • Terrain types (grass, roads, water etc)
  • Restricted traversal (walking, driving, swiming etc)
  • Progression (spawn point, critical path, alternate paths, enemy paths)
  • Points of interest
  • Missions locations
  • Bonuses (ammunition, weapons, first aid kits, etc.)
  • Interactive objects (doors, elevators, escalators, stairs, etc.)
  • Location of static and destructible covers

The location plan is complemented by extended documentation, which includes:

  • Milestones in storyline development
  • Description of the complete passage of the level
  • Description of the differences in passing the level depending on the selected difficulty level
  • Description of the used game mechanics
  • Description of puzzles, traps, secret locations
  • Location of enemy and friendly characters
  • List of weapons, items and bonuses
  • Description of scripted scenes

Legiability. Some tricks for better looking:

  • make high-resolution image of your scheme
  • use contrast (good for topology)
  • wisely use simple colors (blue - water, green - grass, red - lava etc)
  • wisely use simple shapes (emplems, symbols)
  • don’t foget about lines weight (thicker/thinner)

Remember no one right way to make top down layout, every is unique.


CREATING VISUAL PROGRESSION GUIDE

A visual progression guide is a combination of a reference list and a top-down layout that helps to visually identify key points, objectives, and the overall game environment. By using sketches, diagrams, or photographs, the guide provides a detailed representation of the layout, making it easier to assess the amount of work required to create the level. The more detailed the illustrations, the more helpful the guide will be during the production process. 


Stand-Alone Environment, Single-Player or Multiplayer Map?

During this stage, it's crucial to determine the type of level you want to create, which you may have already envisioned. It's important to say that creating maps for standalone environments, single-player or multiplayer games differ significantly. While I will delve into these types in detail in upcoming posts, let's briefly examine them for now.

Stand-alone game environment is a non-playable space that does not involve any interactive mechanics or require the player to participate. Typically, these environments are developed for the purpose of showcasing skills in a portfolio, providing a space for exploration or admiration, or as a means of learning new software.

Single-player map experience experience revolves around a storyline and objectives for the player to accomplish. The key question to ask here is what actions does the player need to take to advance to the next location or mission and move the story forward? The story is a vital aspect of single-player games and often dictates the gameplay of each level. The design tends to be very linear, where the player progresses from point A to point B within the environment, with some variations possible through alternative routes. In open-ended world games, the player still has a goal and location to reach to advance the story, but they are given the freedom to approach it on their own terms. When designing single-player maps, there is no need to choose a game mode or gametype, as the focus is on moving the story forward. The top-down layout for single-player maps is created using an already defined storyline, objectives, obstacles, and set pieces from an earlier chapter. 

The focus of a multiplayer map is on online gameplay, where players compete against each other to achieve one or multiple objectives. These objectives may include Deathmatch, Capture the Flag, Search and Destroy, Demolition, Defusal, King of the Hill, Capture Point Domination, Conquest, and so on. Unlike single-player maps, multiplayer maps tend to be self-contained, closed-off, and designed with never-ending loops, such as the figure eight shape. To define an objective for the player or team to complete, gametypes or game modes are used for multiplayer maps, and you will need to choose a gametype for your multiplayer map.

Hope you found this post helpful and see you next time.