Rapidly prototyping games_FITC Amsterdam_2013
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Rapidly prototyping games_FITC Amsterdam_2013

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You can never be sure that the game you’re working on is going to be a success. But you can, and have to, make sure that it’s fun! ...

You can never be sure that the game you’re working on is going to be a success. But you can, and have to, make sure that it’s fun!
Rapid prototyping helps us to quickly turn ideas into playable games and iterate quickly based on feedback to ensure they’re fun before they move into production.
What does it mean to apply such a process? Which team-members should be involved? Where do the ideas come from? What technologies can be used? Dominic will look into these and quite a few other aspects of rapid-prototyping and share his lessons learned while prototyping for one of the biggest social games developers in the world.

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Rapidly prototyping games_FITC Amsterdam_2013 Rapidly prototyping games_FITC Amsterdam_2013 Presentation Transcript

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