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Prototype Development: Purpose and Tips in Game Design Workshop

This lecture covers the purpose of prototypes in game development, focusing on asking critical questions and providing valuable tips for creating effective prototypes. It discusses the Spiral Model of Software Development and emphasizes the importance of testing and problem-solving in the iterative process. The session also explores the concept of filters in evaluating game ideas based on artistic impulse, demographics, experience design, innovation, salability, engineering, social aspect, and playtesting feedback.

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Prototype Development: Purpose and Tips in Game Design Workshop

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  1. ProcessandPrototypes Lecture 3 of Game Mod Workshop Brian Schrank

  2. Spiral Model ofSoftware Development

  3. What’s the purpose of a Prototype?

  4. What’s the purpose of a Prototype? To ask a question.

  5. You make a prototypeto ask ONE question: • Can the engine and processer handle the gameplay or graphics we’re planning?

  6. You make a prototypeto ask ONE question: • Is core gameplay be feasible to program?

  7. You make a prototypeto ask ONE question: • Is core gameplay be fun to play?

  8. You make a prototypeto ask ONE question: • How will feature X work with feature Y?

  9. Prototype Tips!

  10. Prototype the Toy First!

  11. Prototype Tips! • Forget Quality! • Let it go, it’s just trash…

  12. Prototype Tips! • Forget Quality! • Biggest Threat First!

  13. Prototype Tips! • Forget Quality! • Biggest Threat First! • Create in Parallel! • Art • Gameplay • Processing • Concept

  14. Prototype Tips! • Forget Quality! • Biggest Fire First! • Create in Parallel! • Art • Gameplay • Processing • Concept • Go Analog!

  15. Game Development Process • State the problem. • Brainstorm some possible solutions. • Choose a solution. • List the risks of using that solution. • Build prototypes to mitigate the risks. • Test the prototypes. If they are good enough, stop. • State the new problems you are trying to solve, and go to step 2.

  16. What are the 8 Filters?

  17. 8 Filters • Artistic Impulse: Does it FEEL RIGHT?

  18. 8 Filters • Artistic Impulse • Demographics: Will the target people LIKE it?

  19. 8 Filters • Artistic Impulse • Demographics • Experience Design: Will the game FLOW?

  20. 8 Filters • Artistic Impulse • Demographics • Experience Design • Innovation: How am I PUSHING the medium?

  21. 8 Filters • Artistic Impulse • Demographics • Experience Design • Innovation • Salability: Will it flourish in the marketplace?

  22. 8 Filters • Artistic Impulse • Demographics • Experience Design • Innovation • Salability • Engineering: Is the game feasible to make?

  23. 8 Filters • Artistic Impulse • Demographics • Experience Design • Innovation • Salability • Engineering • Social: Does my team/class like the game?

  24. 8 Filters • Artistic Impulse • Demographics • Experience Design • Innovation • Salability • Engineering • Social • Playtesting: What problems did they dig up?

  25. Questions?

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