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7 Tips For Successful Video Game Prototyping - Department of Play
7 Tips For Successful Video Game Prototyping - Department of Play
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11-14 minutos
Chances are, if you’ve put any time into the study of game design
and development, you already know that sketching out a game’s
core elements is a vitally important process. And yet many
misconceptions about how to get the most from prototyping persist.
It is in many cases a rapid process, with a focus on ideas over
polish, and yet there is considerable nuance to the art of
prototyping. It can often thrive as a deliberately rough and ready
process, but that doesn’t mean it shouldn’t be handled with care.
Which begs the question; how do you get prototyping right?
This article offers seven tips for those looking to understand and
implement impactful videogame prototyping.
But by the same logic, it can also stifle genres that are challenging
to represent in cutout sketches and graph paper. You can’t, for
example, use paper prototyping for making arcade or action-
orientated games. In those forms, controls and dexterity are
important; but impossible to capture via pieces of paper. Using
paper prototyping in those cases can even erode potential game
feel, and has a knack for pushing any genre towards a card or
board game feel. Paper prototyped action games can too easily feel
like they are made up of tokens, cards and chance rolls, rather than
characters, narrative and action.
Hideo Kojima fleshing out Metal Gear concepts with LEGO
prototyping. Back then it make sense. There’s little reason to take
this approach today.
25 years ago game development tools did not offer the potential for
rapid workflows. Today, however, the simple primitives and free
moving cameras in Unity, Unreal and other engines offer
considerably faster ways to build functional game concepts, and
are supported by a bounty of free or affordable assets and plug-ins.
Much quicker and more flexible than scissors and card.
3. Be FBR!
Being FBR (‘Fast, Bad and Rong’) captures the spirit of what
prototyping is: Making mistakes, quickly.. ‘Fast, Bad and Rong’
communicates the idea as a functional sentence, even if it isn’t
perfect. But how can you be FBR?
Classes that handle basic game logic, like levels, as well as saving,
UI and sound.
DoPUF lets us build and deploy a test project to the store within an
hour, meaning we can quickly turn prototypes into distributed
testing, or even soft launches within a week.
Passenger plane autopilot systems use a software engineering
technique known as ‘design diversity’. The approach happens to
have a lot to teach about game prototyping.
7. Be Like Autopilot
Will Luton
Will Freeman