MISADVENTURES IN RAPID PROTOTYPING. hello, my name is SARA

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  • MISADVENTURES IN RAPID PROTOTYPING
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  • hello, my name is SARA
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  • and I am a Junior Designer
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  • Boomzap is known for its virtual office environment -Malaysia -Indonesia -Philippines -Russia & Georgia -Singapore -Japan
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  • Our games:
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  • t GAME RECEPTION
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  • t Our adventure / hidden object franchises Dana Knightstone Series
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  • t Our adventure / hidden object franchises Awakening Series
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  • howd we do those?
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  • THINGS WE DO DAILY BUILDS SELF-MANAGED TEAMS SOME DOCUMENTATION PROTOTYPING KNOWING WHEN TO SAY: All of this leads to rapid development.
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  • a self-managed organization TEAM X DESIGNER LEAD ARTIST ARTISTS ANIMATORS PRODUCERS This pattern is applied to any other team, though size and roles vary depending on need. SOUND PROGRAMMER
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  • How we manage ourselves (and not each other) MONDAY: Tasking FRIDAY: Deadline Small, manageable chunks of progress If you plan... Too far ahead too many unknowns Too near - micromanagement -Were rewarded for working SMART, not working HARD
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  • Daily Builds DESIGNER LEAD ARTIST ARTISTS ANIMATORS SOUND PROGRAMMERFEEDBACK Everyone is welcome
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  • Daily Builds Daily builds are daily without exception Good for discipline Artists can test their own concepts
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  • Documentation: bare gdd
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  • Prototyping
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  • prototype
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  • We move stuff around while prototyping.
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  • power of ft P^FT
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  • power of ft Basically means NO. Anyone can refuse a task if he or she has a valid reason not to. (eg. It contradicts the gameplay, doesnt sound reasonable, is not worth it.) Requires trust that both parties are committed to the game.
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  • Problems? Of course. BREAKING THE BUILD: The designers most common problem. BORING GAMEPLAY: If you cant escape it...
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  • No. A closing note: No. 2 -ism. (Even if youre No. 1 )
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  • 24 Thanks for listening!