Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November
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 2009 Early Prototype
Fire Hose Prototyping March 15th April 14 th June 16 th April 1 st May 14 th July 20 th
2010 Early Prototype Fire Hose Prototyping
2011 Early Prototype (Michael Bay Version) Fire Hose Prototyping
Why Prototype? Prototyping Pre-Production Prototyping Vertical Slice Pre-Production Production
Why Prototype?
What does it get you? Leads to stronger design, aesthetic, mechanics Allows you to try potentially great ideas you cant 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 Youll 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
Dance CentralGo Home Dinosaurs Artist 1 (Models + Textures) Artist 2 (Animator + Rigger) Coder 1Coder 2 Designer ProducerDesigner Prouducer Artist 1 (Models + Textures) Artist 2 (Animator + Rigger) Coder 1 Designer Prouducer Dancer Choreographer
3. Get the right tools
4. Tools and people should match the risk
5. Dont fear the trash can
6. Add features, test ideas, cut content
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
10. Deciding when to iterate
10. When to iterate March 15th April 14 th June 16 th April 1 st May 14 th July 20 th
11. Dovetailing with marketing and PR Small CompaniesBig 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!)