misadventures in rapid prototyping. hello, my name is sara
TRANSCRIPT
- Slide 1
- MISADVENTURES IN RAPID PROTOTYPING
- Slide 2
- hello, my name is SARA
- Slide 3
- and I am a Junior Designer
- Slide 4
- Boomzap is known for its virtual office environment -Malaysia -Indonesia -Philippines -Russia & Georgia -Singapore -Japan
- Slide 5
- Our games:
- Slide 6
- t GAME RECEPTION
- Slide 7
- t Our adventure / hidden object franchises Dana Knightstone Series
- Slide 8
- t Our adventure / hidden object franchises Awakening Series
- Slide 9
- Slide 10
- howd we do those?
- Slide 11
- THINGS WE DO DAILY BUILDS SELF-MANAGED TEAMS SOME DOCUMENTATION PROTOTYPING KNOWING WHEN TO SAY: All of this leads to rapid development.
- Slide 12
- 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
- Slide 14
- Daily Builds DESIGNER LEAD ARTIST ARTISTS ANIMATORS SOUND PROGRAMMERFEEDBACK Everyone is welcome
- Slide 15
- Daily Builds Daily builds are daily without exception Good for discipline Artists can test their own concepts
- Slide 16
- Documentation: bare gdd
- Slide 17
- Prototyping
- Slide 18
- prototype
- Slide 19
- 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.
- Slide 22
- 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 )
- Slide 24
- 24 Thanks for listening!