Download - Rapid, iterative prototyping best practices
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