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on Game Design Workshop
Copyright © 2004-2008 Tracy Fullerton
used by permission of author
07 - prototyping
game prototyping - making it work on paper
What are the fundamental game mechanics?
Prototyping a first-person shooter
Physical vs. Software Prototypes
From BRAINSTORM to PROTOTYPE: Visualizing core gameplay
Building a physical prototype
Foundation: build a representation of your environment; playing field; obstacles; types of movement; types of involvement; nature of relationships; define goals
Improvement and Beyond: try streamlining the play, the rules, the structure; if things don't work, can they be taken out?; is it still fun???
The Design Document: the ultimate in team communication; create bible for the design and structure; use the prototyping experience to describe the game; learn from the physical prototype; create a virtual "manual" for the game.
Modify three aspects of the Battleship prototype. Change grids,
ships, objects, procedures, etc.
Create your own movement and shooting rules. Explain the reasons.
After building your own physical prototype, test and describe the problems that arise. What questions result?
Add new features to your physical prototype. How do these affect the gameplay?
Compare the core game mechanics of two Real-time Strategy games. What do they have in common?
Translate the core game mechanics of an RTS into a physical prototype. How are the rules affected?
Sketch out a map of an RTS game level. How and why was it designed the way it was?
Design your own game level using an RTS level editor. Explore example levels available or online.
Define core game mechanics for five non-RTS games.
Create a physical prototype for a game idea created in a brainstorming session. Include foundation, structure, formal details, refinement, etc. Keep the prototyping fluid with room to revisit problems.
Copyright © 2004 - 2014 David Javelosa