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Rapid, Iterative Prototyping Best Practices
Price $3.95
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SKU GDC12-3132
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Description
Rapid, Iterative Prototyping Best Practices

Speaker/s: Eitan Glinert (Fire Hose Games)
Day / Time / Location: Wednesday 3:30- 4:30 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Production , Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Great, innovative games don't just magically happen; they're almost always the result of lots of trial, error, and prototyping. If you care about exploring to come up with something different and new, if you don't want to just rehash the same old tired FPS mechanics, or if you're trying to get team buy in on the new project then you need to experiment. This session will cover why it's worth spending a significant portion of development on prototyping, 8 lessons for how to do it effectively, and 8 common pitfalls to watch out for and avoid. We'll draw from the prototyping phases of Dance Central and creative indie titles Slam Bolt Scrappers and Go Home Dinosaurs for examples.
Takeaway: Attendees will learn that to prototype effectively you must focus on risky features instead of content, be willing to throw out work, and focus test regularly. They'll also learn when to iterate and when to stop, how to dovetail prototyping with marketing, and will receive a handout with key points.
Intended Audience: This talk targets teams looking to learn how to use prototyping to effectively create innovative new games. This includes producers/team leaders and designers, big and small team members, and anyone interested in development best practices. The talk is non-technical and therefore little knowledge is required beyond production basics.

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