Rapidly Prototyping Games FITC 2013

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Rapidly Prototyping Games FITC 2013

  1. 1. Games  for  everyone  
  2. 2. Gain  be/er  understanding   Stronger  mechanics  &  design  Iden9fy  bad  designs  or  mechanics  early   Innova9on    
  3. 3. Artists & Animators are familiar with it Deploys to web & mobile (via AIR) Easy to create UI’s Simple asset-pipeline
  4. 4. Performance  limita9ons  No  low  level  device  API’s  
  5. 5. Performant   Game  oriented  Deploys  to  Android  &  iOS      
  6. 6. Asset  pipeline  needs  some  extra  work   UI  can  be  difficult   Doesn’t  deploy  to  web  
  7. 7. Deploys  to  almost  every  plaGorm   Very  good  3D  workflow   Live  changes  while  you  code  
  8. 8. 2D  is  not  as  straighGorward    
  9. 9. Small  teams   Keep  it  simple  User  test  &  iterate   Nothing  is  sacred  Know  when  to  stop  
  10. 10. Built  by  a  small  team  1-­‐4  people   Tes9ng  started  really  early   Itera9ve  approach   Will  it  be  a  success?   Not  casual  enough  

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