Rapid, Iterative Prototyping or, How to Rip off Dinosaur Comics
What we’re gonna cover
The path to our first game
Show off some interim builds
Lessons learned
4 ways to Prototype!
And occasionally dinosaurs
Who Are We? Eitan Sharat 2007 Eitan 2008 2009
Starting out
Starting out
Focus on our strengths, know (and work on) our weaknesses
Our First Game
Scope
Scope it right! NO Too Big Perfect Size (Awesome Game, btw)
Start Prototyping Four Days, Three Prototypes Test on the fifth day, and listen to testers Mon Brainstorm Ideas Tues Prototype ideas 1 and 2 Wed Prototype ideas 2 and 3 Thurs Prototype idea 3, polish all Friday Test all Day
Just get it done Art assets? Code base?
Ask Questions/Get Help
1 st Week Demos
Lessons from 1 st week
Do anything to get the early games done fast
Use programmer art or steal assets
Use open source code if doing tech prototype
Paper prototyping is ok!
Don't forget to play test!
Find Creative Solutions
Small Team Management
Deadlines are your friend Test every week, no matter what! Mon Brain Storm Tues Prototype 1st idea Wed Prototype 2nd idea Thurs Prototype 3rd idea Friday Test! Analyze Mon Revise Design Tues Prototype Revision Wed Prototype Revision Thurs Prototype Revision Friday TEST!
Analyze Testing Results > Take feedback w/grain of salt
Is it viable?
What Changed?
Keyboard or Xbox controllers
1 player or 2 player
Build with beams, wires, pipes
Better graphics and animations (some stolen)
Basic enemy AI and building physics
Music (stolen) + lots of sound effects
Multiple levels + level editor (idea from prototype 3)
Achievements (to impress Dave)
1 st Month Demo
Lessons from 2 nd Prototype
Test constantly and interpret feedback
Simple project management, good communication
Make friends, ask for help, get advice
Make deadlines + stick to them!
Ways to Prototype
#1 – The Paper Prototype
#2 – The Web Prototype
#3 – The (Stolen) Tech Prototype
#4 – The Wizard of Oz Prototype
We'll cover Pros + Cons, Weapons, and Tricks
#1 – The Paper Prototype
Pros/Cons
+ Requires no programming experience
+ Quick to make and iterate on
+ Can be modified on the fly during testing
- Hard to test with multiple users at once (need one prototype per testing session)
- Easy to unintentionally bias testers
- Tends to get unrealistically high praise
#1 – The Paper Prototype
Weapons
#1 – The Paper Prototype
Tricks
Shut up during testing! Don't influence!
Use big font + images, roughly 2-3x what they would be on the screen
The “computer” should be mechanical. Have a second group member conduct testing.
Make sure the paper version can be implemented on a computer
#2 – The Web Prototype
Pros/Cons
+ Can be quick and have high fidelity look + feel
+ Can be tested with many users, even remotely
+ Easy to throw out after testing
- Users will focus on layout, not just gameplay
- Limits creativity in design (big problem!)
- Requires someone to know html or other web programming
A talk given by Fire Hose Games to the MIT GAMBIT v more
A talk given by Fire Hose Games to the MIT GAMBIT video game lab about rapid, iterative video game prototyping. The presentation covers many tips and tricks for quickly making useful game prototypes less
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