Behind the Maps of Path of Exile 2: Interview with Lead Map Designer Steven
- poebuildsmoderacao
- Aug 2
- 4 min read
Discover how PoE 2’s maps are crafted, from concept to combat.
In a recent exclusive interview, Steven, the Lead Level Designer at Grinding Gear Games, shared fascinating insights into the creative process behind Path of Exile 2’s map design. With nearly five years on the team, Steven has worked on the game since Act II and now helps shape everything from level layouts to boss arenas.

How Steven Started Designing Maps for Path of Exile 2
Steven didn’t begin as the lead, he started alongside just three other level designers. One of his early contributions was during the development of Act II, right after the team emerged from COVID lockdowns. Over time, Steven naturally stepped into a leadership role by improving efficiency and coordinating across departments.
Building Maps: From Concepts to Gameplay
Most PoE 2 maps begin as fresh ideas or combinations of existing areas
The process starts with simple greybox layouts using blocky geometry
Artists later evolve these into fully detailed environments
Final layouts must be compatible with procedural generation
Steven works closely with environment artists to ensure that shapes, aesthetics, and themes align. Once the visuals are approved, the level is rebuilt to ensure it fits PoE 2’s procedural generation system.
"Gameplay always comes first, even over realism. Wide doors and specific layout patterns aren’t realistic, they're optimized for fluid gameplay."
Creating Maps That Match Player Expectations
Designing levels isn’t just about making beautiful areas, it’s about player flow, enemy placement, and mechanical clarity. Steven revealed that even subtle elements like tree shadows or background details are used to guide players subconsciously.
Open maps present unique challenges, especially when trying to create a sense of freedom while still guiding players through objectives. To manage this, many maps are designed with familiar shapes, like squares or T-patterns, so players quickly learn the layout.
Campaign vs. Endgame Maps in PoE 2
Campaign levels follow a structured narrative arc directed by the story team. But when it comes to Path of Exile 2’s endgame, level designers have much more creative freedom. The goal is to create interesting layouts and vibes that support league mechanics, fast gameplay, and thematic variation.
Steven emphasized the importance of variety, some maps are tight and maze-like (perfect for ricochet builds), while others are wide open (ideal for Breach mechanics).
Designing Boss Arenas: Balance Between Mechanics and Art
Designing boss arenas in Path of Exile 2 is a balancing act. Sometimes, Steven knows all of the boss’s abilities ahead of time and builds an arena to match. Other times, his layout ideas inspire the mechanics themselves.
“We designed a boss with spike traps, and that idea helped the team create brand-new tactical mechanics around it.”
He also talked about redesigning arenas based on player feedback. For example, the Crypt was too claustrophobic, so they added hallways and adjusted the layout. In multiplayer scenarios, arenas often need to be resized or reshaped to remain readable and fun.
Watching Players: The Best Kind of Feedback
One of Steven’s favorite forms of feedback is watching players stream or record their gameplay. Observing how different builds interact with each level helps him identify pain points, design flaws, or successful mechanics.
For example, in the Blackjaw boss fight, players who engaged closely found it easier, while those who backed off got punished. These design choices were deliberate, and watching reactions on Twitch validated their approach.
Creating Maps for All Builds and Players
Steven noted that while initial layouts aren’t always built with specific builds in mind, the team ensures that across the map pool there’s something for every playstyle. Whether a player is zooming through with a high-speed build or playing slow and methodical, the diversity of map shapes guarantees options.
Simple Maps Are Sometimes the Best Maps
Interestingly, one of Steven’s favorite maps is Slick, a straightforward layout with great clarity, rewarding loops, and satisfying pacing. It’s a reminder that not every map needs complex mechanics or mind-blowing visuals to be effective.
“Sometimes, simple is what the player base really appreciates.”
Consistency Over Realism
While maps are based on real-world logic, gameplay always takes priority. That’s why Path of Exile 2 features oversized doors, exaggerated bridges, and stashes that are always located in the same position across towns.
“It doesn’t have to be realistic. It just has to be consistent.”
Learning From Mistakes: Honest Reflections From the Dev Team
Steven didn’t shy away from acknowledging areas where things didn’t go as planned:
“Now that we're four weeks out, I'm feeling really good. If you'd asked me three weeks ago, I'd have answered differently.”
He shared how maps like Hidden Grotto were initially too tight and had to be opened up after seeing how players struggled, especially those without movement skills. The team even renamed some maps to avoid confusion. Others, like Crypt, received layout changes after feedback revealed issues with flow and readability.
These honest admissions highlight the team’s commitment to improving PoE 2 not just from internal testing but by carefully watching the community and acting on feedback.
“We’ve already made changes players haven’t even noticed.”
Conclusion:
A Passionate Team Behind Every Map
Steven wrapped the interview by sharing his excitement for Patch 0.3 and the upcoming league. He’s confident in the team’s work and eager to see which maps become player favorites.
Whether it’s the aesthetics, the mechanics, or the emotional response it evokes, each map in Path of Exile 2 is a result of deep passion, experimentation, and careful design.
Stay tuned to PoE Builds for upcoming news, detailed patch guides, and all the build updates you need to conquer Wraeclast! ♥












This was such an interesting read — didn’t realize how much thought actually goes into map layout and flow. I always just kinda ran through them without thinking too much lol. But now I’m lowkey curious to relook at some older maps with this perspective.
Also, has anyone checked if poehub. has started listing anything related to PoE2 maps yet? I use it here and there for item info but never thought to check for map stuff until now.