Rapid, iterative prototyping best practices

Preview:

DESCRIPTION

Eitan Glinert's GDC 2012 talk on how to prototype effectively when creating innovative video games

Citation preview

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 14th June 16th

April 1st May 14th July 20th

2010

Early Prototype

Fire Hose Prototyping

2011

Early Prototype (Michael Bay Version)

Fire Hose Prototyping

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 (Models + Textures)

Artist 2(Animator +

Rigger)

Coder 1 Coder 2

Designer Producer Designer Prouducer

Artist 1 (Models + Textures)

Artist 2(Animator +

Rigger)

Coder 1

Designer 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, Recapped1. 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, Recapped9. 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.comwww.firehosegames.com

Recommended