| Genre | Determines flow - FPS needs fluidity, simulators need areas, obbies need progression | | Theme | Setting, time period, colors, materials | | Player Count | Scale and density - 6v6 is compact, 32+ needs large maps | | Detail Level | Low-poly vs realistic, color palette, lighting | | Shape | Avoid boxy - use curves, horseshoes, organic layouts |
Real-World Inspiration: Go outside and observe how roads curve, trees cluster, buildings have wear, nothing is perfectly uniform.
| Waiting Room | Round-based games need a place for players while match runs | | Teleportation Hub | Central point with portals to different game areas/places | | Social & Trading | Low-stress area to show off, trade, chat without danger | | Monetization | Primary location for shops, crate openings, leaderboards |