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:
- build a feature
- test how it works
- identify problems or weaknesses
- make targeted improvements
- test again
Figure 13 — Build–Test–Improve cycle
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