2. 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
12. 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
17. 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
28. 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
40. 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
41. Contact Info, Q+A
Eitan Glinert
(give me a 5 star evaluation!)
eitan@firehosegames.com
www.firehosegames.com