Tuesday, February 11, 2014

How to Prototype a Game in Under 7 Days

Great task list for rapid prototyping from the classic gamasutra article: How to Prototype a Game in Under 7 Days
  1. Each game must be made in less than seven days, 
  2. Each game must be made by exactly one person, 
  3. Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.
Stages:
  1. Setup: Rapid is a State of Mind
    • Embrace the Possibility of Failure - it Encourages Creative Risk Taking
    • Enforce Short Development Cycles
      (More Time != More Quality)
    • Constrain Creativity to Make You Want it Even More
    • Gather a Kickass Team and an Objective Advisor – Mindset is as Important as Talent
    • Develop in Parallel for Maximum Splatter
  2. Design: Creativity and the Myth of Brainstorming
    • Formal Brainstorming Has a 0% Success Rate
    • Gather Concept Art and Music to Create an Emotional Target (gathering art and music with some personal significance was particularly fruitful for me too)
    • Simulate in Your Head – Pre-Prototype the Prototype
  3. Development: Nobody Knows How You Made it, and Nobody Cares
    • Build the Toy First
    • If You Can Get Away With it, Fake it
    • Cut Your Losses and "Learn When to Shoot Your Baby in the Crib"
    • Heavy Theming Will Not Salvage Bad Design
      (or "You Can't Polish a Turd")
    • But Overall Aesthetic Matters! Apply a Healthy Spread of Art, Sound, and Music
    • Nobody Cares About Your Great Engineering
  4. General Gameplay: Sensual Lessons in Juicy Fun
    • Complexity is Not Necessary for Fun
    • Create a Sense of Ownership to Keep 'em Crawling Back for More
    • "Experimental" Does Not Mean "Complex"
    • Build Toward a Well Defined Goal
    • Make it Juicy!

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