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