Prototype of a Prototype
Simonas Vitkunas
- Hall:
- Wood Hall (Game Design Track)
What the talk is about
Simonas Vitkunas explains why game designers need prototypes and how to make them effective. Using a failed dinosaur game as an example, he shows that without early testing a team plans only for the best case and loses money. The main value of a prototype is knowledge that helps avoid mistakes. He offers three principles: work fast (no need for pretty code, but programmer art should be thought through), set a clear, specific goal, and treat the prototype as temporary, never mixing it with the product. He covers when to prototype (pre-production, a dedicated team or time slots, or in parallel with the product), suggests paper and board versions, and advises letting other people play while you only observe and ask questions. Useful for game designers, producers and team leads.