production rapid, iterative prototyping best practices presented by eitan glinert, president|fire...

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Page 1: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

游戏制作游戏制作快速、重复原型构建的最佳做法快速、重复原型构建的最佳做法

ProductionProductionRapid, Iterative Prototyping Best PracticesRapid, Iterative Prototyping Best Practices

Presented by Eitan Glinert, President|Fire Hose Games

November 18 2012

Page 2: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Rapid, Iterative Prototyping Best Practices

Page 3: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

What we're gonna coverWho 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

Page 4: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Who I am

2008

Page 5: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Fire Hose Prototyping

2009

Early Prototype

Page 6: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Fire Hose Prototyping

March 15th April 14th June 16th

April 1st May 14th July 20th

Page 7: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

2010

Early Prototype

Fire Hose Prototyping

Page 8: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

2011

Early Prototype (Michael Bay Version)

Fire Hose Prototyping

Page 9: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Fire Hose Prototyping

Page 10: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Why Prototype?

Prototyping ≠ Pre-Production

Prototyping Vertical Slice Pre-Production Production

Page 11: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Why Prototype?

Page 12: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Why Prototype?

Page 13: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

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

Page 14: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

When NOT to Prototype?

Page 15: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

So how do you do it?

Page 16: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

1. Set aside ~1/3 of dev time

Page 17: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

2. Put together a crack team

Page 18: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

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

Page 19: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

3. Get the right tools

Page 20: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

3. Get the right tools

Page 21: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

3. Get the right tools

Page 22: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

4. Tools and people should match the risk

Page 23: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

5. Don’t fear the trash can

Page 24: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

6. Add features, test ideas, cut content

Page 25: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

6. Add features, test ideas, cut content

Page 26: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

7. User Test! A lot!

Page 27: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

7. User Test! A lot!

Page 28: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

8. Keep it loose, embrace change

Page 29: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

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

Page 30: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

The Tricky Bits

Page 31: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

9. Be on the lookout for “surprise fun”

Page 32: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

9. Be on the lookout for “surprise fun”

Page 33: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

10. Deciding when to iterate

Page 34: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

10. When to iterate

March 15th April 14th June 16th

April 1st May 14th July 20th

Page 35: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

11. Dovetailing with marketing and PR

Small Companies Big Companies

Page 36: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

12. Using deadlines

Page 37: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

13. Beware of Ballooning Scope

Page 38: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

14. Ping-Ponging back and forth

Page 39: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

15. Knowing when to stop prototyping

Page 40: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

16. Anger when prototypes get canned

Page 41: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

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

Page 42: Production Rapid, Iterative Prototyping Best Practices Presented by Eitan Glinert, President|Fire Hose Games November 18 2012

Contact Info, Q+A

Eitan Glinert(give me a 5 star evaluation!)

[email protected]