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We only leave Greybox once everyone feels confident in the intended design direction and when the map is playing really well.Īscent’s creation coincided with the iteration of VALORANT itself, including further design on the impact of abilities, the power at range of each weapon, and even our IP direction-so Ascent stayed in Greybox for close to three years. This is where we dial-in every sightline, encounter distance, opening width and all the other nuances that you see in our maps today. The key here is to fail fast, playing new iterations of the map several times a week. During this phase we build a rough model of the environment in our engine, set up all the core gameplay elements, roughly prototype new elements (like those mechanical doors), and then play it extensively. Once we have an idea that the team is excited about, we move into the Greybox phase of development, which can take anywhere from several months to several years. It was designed to be a baseline experience for future maps to grow from. Since Ascent was the foundational experience for VALORANT, the goal of this map was to create a traditional three-lane tactical experience that also allowed players to alter connections through the use of a mechanical door. These proposals usually include top-down plans of the map and often contain simple 3D models that can be experienced in our engine. This is where the designer builds a proposal that establishes a design goal, clear constraints to work within and a unique visual experience for players. The whole map process kicks off with a stage called Incubation. Ascent was one of the very first maps that we put together on VALORANT and was the place where we developed and refined much of the core gameplay that you experience today. As you might imagine, it takes quite a while for a map to evolve from initial idea to landing in your laps. As a follow up to our discussion several weeks ago about the Creation of Split, we wanted to provide clarity on our overall map creation process with a focus on our latest map, Ascent.