How to Prototype a Game in Under 7 Days
Kyle Gabler, Kyle Gray, Matt Kucic, and Shalin Shodhan share the lessons they learned as part of the Experimental Gameplay Project at Carnegie Mellon's Entertainment Technology Center and explain How to Prototype a Game in Under 7 Days. They even provide a Handy Cut-Out List summarizing their points:
Setup: Rapid is a State of MindDesign: Creativity and the Myth of Brainstorming
- 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
Development: Nobody Knows How You Made it, and Nobody Cares
- Formal Brainstorming Has a 0% Success Rate
- Gather Concept Art and Music to Create an Emotional Target
- Simulate in Your Head – Pre-Prototype the Prototype
General Gameplay: Sensual Lessons in Juicy Fun
- 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
- 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!
Labels: Games