Rapid, Iterative
Prototyping Best Practices
What we're gonna cover
   Who I am
   Why you should prototype
   8 rules for how to do it right
   8 tricky pitfalls to watch out for
   Q+A, contact info
Who I am




  2008
Fire Hose Prototyping




           Early Prototype

        2009
Fire Hose Prototyping




March 15th            April 14th              June 16th
          April 1st                May 14th          July 20th
Fire Hose Prototyping



               Early Prototype


        2010
Fire Hose Prototyping



                  Early Prototype
               (Michael Bay Version)

        2011
Fire Hose Prototyping
Why Prototype?




 Prototyping ≠ Pre-Production
 Prototyping Vertical Slice 
 Pre-Production Production
Why Prototype?
Why Prototype?
What does it get you?
•   Leads to stronger design, aesthetic, mechanics
•   Allows you to try potentially great ideas you can’t
    waste time on during development
•   Lets you identify and bail on bad ideas sooner
•   Lets you make costly mistakes up front, when
    they are easier and cheaper to fix
•   You’ll learn how to talk about your game
When NOT to
 Prototype?
So how do you do it?
1. Set aside ~1/3 of
     dev time
2. Put together a
   crack team
2. Put together a
          crack team
           Dance Central                 Go Home Dinosaurs
       Artist 1       Artist 2            Artist 1          Artist 2
      (Models +     (Animator +          (Models +        (Animator +
      Textures)       Rigger)            Textures)          Rigger)


       Coder 1        Coder 2                        Coder 1


Designer      Producer       Designer            Designer
                             Prouducer           Prouducer

                Dancer
             Choreographer
3. Get the right tools
3. Get the right tools
3. Get the right tools
4. Tools and people
should match the risk
5. Don’t fear the
    trash can
6. Add features, test
 ideas, cut content
6. Add features, test
 ideas, cut content
7. User Test! A lot!
7. User Test! A lot!
8. Keep it
loose, embrace
    change
The How, Recapped
1. Spend ~33% of dev time on prototyping
2. Assemble a small, crack team that works together well
3. Use simple, fast, easily understood tools
4. Team ability should match riskiest parts
5. Be ready to throw out prototypes for the sake of iteration
6. Work on features and ideas, not content
7. User test constantly and incorporate feedback
8. Don't get bogged down with documentation or overhead
The Tricky Bits
9. Be on the lookout
 for “surprise fun”
9. Be on the lookout
 for “surprise fun”
10. Deciding when to
       iterate
10. When to iterate




March 15th            April 14th              June 16th
          April 1st                May 14th          July 20th
11. Dovetailing with
 marketing and PR
Small Companies   Big Companies
12. Using deadlines
13. Beware of
Ballooning Scope
14. Ping-Ponging
 back and forth
15. Knowing when to
  stop prototyping
16. Anger when
prototypes get canned
Tricky Bits, Recapped
9. Watch out for “Surprise Fun”
10. Iterate regularly and/or when necessary
11. Dovetail prototyping with PR + Marketing if possible
12. Deadlines are your friend, use 'em!
13. Keep the prototype small, don't let scope balloon
14. Don't iterate back and forth without forward movement
15. Stop prototyping when you have a vertical slice
16. Manage expectations well so if you have to can a
prototype the team doesn't rage
Contact Info, Q+A



        Eitan Glinert
      (give me a 5 star evaluation!)


 eitan@firehosegames.com
  www.firehosegames.com

Rapid, iterative prototyping best practices