Process and Prototypes Lecture 3 of Game Mod Workshop Brian Schrank.

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Presentation transcript:

Process and Prototypes Lecture 3 of Game Mod Workshop Brian Schrank

Spiral Model of Software Development

What’s the purpose of a Prototype ?

To ask a question.

Can the engine and processer handle the gameplay or graphics we’re planning? You make a prototype to ask ONE question:

Is core gameplay be feasible to program? You make a prototype to ask ONE question:

Is core gameplay be fun to play?

How will feature X work with feature Y? You make a prototype to ask ONE question:

Prototype Tips!

Prototype the Toy First!

Prototype Tips! Forget Quality! – Let it go, it’s just trash…

Prototype Tips! Forget Quality! Biggest Threat First!

Prototype Tips! Forget Quality! Biggest Threat First! Create in Parallel! – Art – Gameplay – Processing – Concept

Prototype Tips! Forget Quality! Biggest Fire First! Create in Parallel! – Art – Gameplay – Processing – Concept Go Analog!

Game Development Process 1.State the problem. 2.Brainstorm some possible solutions. 3.Choose a solution. 4.List the risks of using that solution. 5.Build prototypes to mitigate the risks. 6.Test the prototypes. If they are good enough, stop. 7.State the new problems you are trying to solve, and go to step 2.

What are the 8 Filters ?

8 Filters 1.Artistic Impulse: Does it FEEL RIGHT?

1.Artistic Impulse 2.Demographics: Will the target people LIKE it? 8 Filters

1.Artistic Impulse 2.Demographics 3.Experience Design: Will the game FLOW?

8 Filters 1.Artistic Impulse 2.Demographics 3.Experience Design 4.Innovation: How am I PUSHING the medium?

8 Filters 1.Artistic Impulse 2.Demographics 3.Experience Design 4.Innovation 5.Salability: Will it flourish in the marketplace?

8 Filters 1.Artistic Impulse 2.Demographics 3.Experience Design 4.Innovation 5.Salability 6.Engineering: Is the game feasible to make?

8 Filters 1.Artistic Impulse 2.Demographics 3.Experience Design 4.Innovation 5.Salability 6.Engineering 7.Social: Does my team/class like the game?

8 Filters 1.Artistic Impulse 2.Demographics 3.Experience Design 4.Innovation 5.Salability 6.Engineering 7.Social 8.Playtesting: What problems did they dig up?

Questions?