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Iteration

Iteration means improving your work over time.

In game development, iteration is expected.
Very few ideas work perfectly the first time.


What Iteration Is (and Is Not)

Iteration is: - making changes based on testing - improving how something works - refining mechanics or interactions - responding to feedback

Iteration is not: - adding random features - changing things without a reason - polishing visuals only - restarting from scratch repeatedly


The Iteration Cycle

Iteration usually follows this pattern: 1. build a feature 2. test how it works 3. identify problems or weaknesses 4. make targeted improvements 5. test again

Figure 13 — Build–Test–Improve cycle

flowchart LR
    Build --> Test
    Test --> Improve
    Improve --> Build

Each cycle should improve clarity or playability.


What Counts as Meaningful Iteration

Meaningful iteration: - fixes a problem - improves usability - strengthens the game’s purpose - simplifies confusing behaviour

Examples: - adjusting player speed because movement felt too fast - changing collision logic to prevent unfair deaths - simplifying controls after player feedback


Documenting Iteration

You are expected to keep evidence of iteration, such as: - saved versions showing changes - notes explaining why changes were made - screenshots before and after changes - short reflections on what improved

Without documentation, iteration cannot be verified.


Iteration and Assessment

In AS92005: - iteration supports higher grades - changes must be justified - improvements must be visible

Claiming iteration without evidence is risky.


Looking Ahead

Next, you will learn: - how playtesting helps guide iteration - how feedback improves design decisions - how to avoid unnecessary changes

Iteration is strongest when guided by evidence.


End of Iteration