Showcase (warehouse) map
A test level that lays out every asset, kit piece or material in one place, so the team can check scale, consistency and quality in the engine before the content spreads across levels.
A showcase map (also called a warehouse, gallery or asset zoo) is a test level that lays out every asset of a kind in one place: every prop, every kit piece, every material. The Level Design Book's advice is to "make a scene or level with every prop / art asset, and walk around in it", because "the best way to validate environment art is to try using it in-game" (The Level Design Book: Environment Art).
It is the art-side sibling of the gym level, which tests gameplay metrics rather than assets.
#What goes in it
The Level Design Book quotes game developer Charles Boury, who keeps several showcase scenes (The Level Design Book: Environment Art):
- ShowcaseCharas for every character.
- ShowcaseProps, "an Ikea-style overview of every game props".
- ShowcaseMats, "a grid-view of every material in different light conditions".
- ShowcaseUI, a scene to play with every interface element.
Boury stresses one word: "Note the word 'every.' Exhaustive lists let you oversee the game content and build confidence" (The Level Design Book: Environment Art). For props he wants "an organised arrangement of all the props to check their palette, silhouette and level of details", ideally "a nice warehouse … with all the game props, nicely grouped by category, arranged on a grid" (The Level Design Book: Environment Art). The book illustrates this with the prop warehouse test level from Caravan Sandwitch (The Level Design Book: Environment Art).
#Problems a showcase map reveals
Laid side by side under the same lights, assets reveal problems that are invisible one at a time:
- Scale. A chair that is 10% too big next to every other chair. See scale and proportion.
- Palette and value. One prop that is far brighter or more saturated than the rest. See value and colour for environments.
- Silhouette and detail level. Assets made by different artists at different densities (The Level Design Book: Environment Art). See silhouette and texel density.
- Materials under different light. Boury's material grid tests this (The Level Design Book: Environment Art). See physically based rendering.
- Kit gaps. For a modular kit, laying out every piece shows which corners, caps or glue pieces are missing.
#Related terms
gym levels and metrics maps · modular kits · set dressing and art passes · art bibles and style guides · playtesting spaces
#Further reading and watching
References
- · Environment Art · The Level Design Book · web · accessed 2026-10-21
- · Gyms, Zoos, and Museums: Your documentation should be in-game · YouTube · video · accessed 2026-10-21
- · Skyrim's Modular Approach to Level Design · Game Developer (from GDC 2013 Level Design in a Day), 2013 · article · accessed 2026-10-21
Also consulted
- · Metrics · The Level Design Book · web · accessed 2026-10-21
Pages that link here
- Glue pieces Key term
- Gym levels and metrics maps Key term
- Set dressing and art passes Topic
- Exercise: a modular room Exercise
Last updated 2026-10-22