My Shopping Cart

[ 0 ]

View Cart | Checkout

Game Developer Research
bullet Research Reports

bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before

Newest Item(s)

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)

Storefront > GDC Vault Store - Audio Recordings > GDC 2010

View larger image


Prototyping Based Design: A Better, Faster Way to Design Your Game
Price $3.95
Stock Unlimited
Weight 0 lb, 0 oz
SKU GDC10-10648
Prototyping Based Design: A Better, Faster Way to Design Your Game
Speaker: Lee Perry (Senior Gameplay Designer, Epic Games)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 125, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
The talk opens with discussing the problems of traditional paper and theory based design: Team members make assumptions about a design, communication breaks down easily, apathy about reading lengthy design bibles ensues, the instinct to excessively debate a design takes over, etc. These are challenges a designer can easily bypass with a functional prototype.

To demonstrate the effectiveness of the technique, we'll show a handful of prototypes created for the Gears of War franchise, allowing the audience to see how many of our creatures, weapons, and systems were conceived. We'll also show several never before seen features in prototype form, and discuss how prototyping those features led to our decisions not to pursue those features, saving the team a great deal of wasted production.

We'll discuss what was involved in each of the prototypes we show, and point out why they were effective in getting the features pushed through a very team approval based design process.

The bulk of the lecture now is teaching a designer what the easy wins are for getting your team excited by what they see, without you needing to be in the room and presenting the design personally. Items many would consider polish are essential for a POC that builds excitement for the viewer; camera shakes, impact sounds, temp dialogue, placeholder particle effects, timing, etc. These are not niceties for a POC; they're the building blocks for a visceral experience. Also covered here is a key skill for a good designer – the ability to scavenge through the parts-bin of your project and assemble previously seen elements into new experiences. For a POC to be a productive element in a project, it needs to come online fast and include minimal, if any, custom assets. This is the skill that allows that to happen.

Discussed last are the potential pitfalls in the process. Some programming teams adore the additional clarity a POC provides, but it can also create a situation where they feel they're perpetually cleaning up someone else's rough work and are further removed from the design process. There are also potential timing and perception issues with a team assuming a feature is further along than it is.

Intended Audience
This talk is for designers of all levels seeking a powerful addition to their toolkit, producers interested in inventive new production strategies, and anyone who would benefit from a better connection to the design process in a project. The talk will contain very little technical jargon, and assumes no working knowledge of particular tools. The lecture is about concepts, not the technical details.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.