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Spore: Preproduction Through Prototyping
Price $5.95
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SKU GDC-06-077
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Description
Spore: Preproduction Through Prototyping,
1619

Production, Lecture

Eric Todd
Sr Development Director, MAXIS / Electronic Arts
This session explains how prototyping can be the heart of a virtuous cycle during preproduction. The cycle is illustrated with concrete examples and numerous prototypes from Spore’s preproduction phase. ^/BR^^/BR^ Why prototype in a virtuous cycle? First, prototypes create clear, often surprising, design progress. Second, the sense of rapid forward progress motivates developers to exceed already high expectations. Third, regular demos expand the team’s ability to think critically about design, and raise the bar for future prototypes. Pitfalls and points where the cycle can be disrupted are highlighted for each step.

The unique take-away from this session is key learnings and pitfalls from the preproduction phase of the as-yet-unreleased Spore. Instead of presenting high-level theories, this session grounds discussion of preproduction in specific examples and prototypes, several of which will be demonstrated.

Game developers who are engaged in preproduction. The learnings and pitfalls are most valuable when new design or aesthetic territory is being explored. This session takes existing public discussions of preproduction (e.g. Mark Cerny’s ideas) as a starting point and moves on rapidly from there.

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