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By Ron Rejwan
JELLIES BASED IN FOUNDED
HALF OF MY FACE
WE ARE JELLY BUTTON
Here are a few examples…
Reasons
Define
Best
Practices
Playtest
Game
Prototyping
Test your core gameplay ASAP
Will people enjoy this new idea? Is it fun?
Does my target audience want to play this game?
Remember: Innovative != Good
Innovation is great, but new mechanics don’t guarantee
a good game!
Your initial time estimate will (usually) be way off
A prototype may give you a better idea of the time & resources it will
take to make a full blown game
Lots of work required
Programmers, artists, modellers, game designers, QA, etc..
Find technological problems and blockers from the get-go
Is it technically possible to do what you’re trying to achieve?
Predict possible additional costs from the start
Server costs, data transfer, development time, etc..
A game prototype is a physical or digital product
with the bare minimum features you must have,
in order to test that your core game idea is fun and feasible,
in as little time & expenses as possible.
Test your core gameplay for fun
Is an endless frogger for mobile a fun idea?
Technological proof of concept
Can mobile devices run my universe simulation game?
Find design issues early on
Will people enjoy playing a voice controlled Candy Crush clone?
Abstract game idea
A survival game where you play as the zombie
Unrealistic scope for your available resources
An MMORPG developed by a 1 man team
Off topic
Daily bonus, settings menu, character customization, etc
Write a very short game design document (GDD)
With the exact scope that you want to implement
Assign a set time and prioritize your tasks
Must have, should have, could have
Set a playtest date
This will make you much more committed to finishing it on time
Is this feature really necessary?
Does it feedback directly to my core game idea?
Do focus on what you want to find out
Mechanics, controls, gameplay, etc..
Don’t focus on sound, UI, content or graphics
Unless it relates directly to your core idea
Avoid premature optimization
Keep it simple, stupid!
Resist the temptation to write stuff just because it’s fun
Google for existing solutions (code, sounds, graphics, etc)
Buy ready placeholder assets
Unity asset store, Mixamo, etc..
It doesn’t have to be pretty
You are testing how fun your core idea is
Clash Royale’s early playable prototype from 2013
A lot of failure is to be expected (and it’s OK)
It should be disposable, don’t waste your time
Maintain a prototyping utility bag
Reuse generic components throughout your prototypes
Your prototype is going to be very rough
Explain this to your play testers, there is no tutorial
There are temporary graphics
Circles = aliens, squares = pirates
You are not testing for technical bugs!
Remind this to your playtesters
They need to understand that they are testing the game idea
You get to see a play tester’s first impression only once
Be quiet, observe them play and write everything down
Don’t defend your game
Listen to what they may or may not like, you want to gain
information from it; not an ego boost
Giving to play your prototype can be nerve wrecking
It’s unfinished, you wanted to add a lot more features, it’s not too
pretty; and worst of all, people just don’t get it… prepare yourself
Most people don’t know how to describe their feelings
It’s your job to dig and try to understand what they are actually
saying
Try to break down questions to each atomic mechanic
Did you like the controls? How easy was playing the warrior? Did
you enjoy playing with your friend online?
If the idea isn’t good
Learn from it and move on to the next idea
If the idea is good
Take the feedback you received and quickly iterate on your to get
feedback again - do this until you decide to either drop or go with
the idea
You have to love the idea
If you don’t believe in the idea; don’t do it.
Postmortems - Reflect on what went well and what went wrong
Go back to it before you start the next prototype, learn from the process
Extract any reusable code for your “prototype utility
library”
Take some time for this, it will pay back in the future
Creativity can be very hard!
It can take you a day, a month, a year; or even an entire lifetime
to come up with a great game idea that you, and your players will
love
Ron Rejwan, CTO & Co-Founder
Jelly Button
ronr@jellybtn.com

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Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan

  • 2. JELLIES BASED IN FOUNDED HALF OF MY FACE WE ARE JELLY BUTTON
  • 3. Here are a few examples…
  • 5.
  • 6. Test your core gameplay ASAP Will people enjoy this new idea? Is it fun? Does my target audience want to play this game? Remember: Innovative != Good Innovation is great, but new mechanics don’t guarantee a good game!
  • 7. Your initial time estimate will (usually) be way off A prototype may give you a better idea of the time & resources it will take to make a full blown game Lots of work required Programmers, artists, modellers, game designers, QA, etc..
  • 8. Find technological problems and blockers from the get-go Is it technically possible to do what you’re trying to achieve? Predict possible additional costs from the start Server costs, data transfer, development time, etc..
  • 9.
  • 10. A game prototype is a physical or digital product with the bare minimum features you must have, in order to test that your core game idea is fun and feasible, in as little time & expenses as possible.
  • 11. Test your core gameplay for fun Is an endless frogger for mobile a fun idea? Technological proof of concept Can mobile devices run my universe simulation game? Find design issues early on Will people enjoy playing a voice controlled Candy Crush clone?
  • 12. Abstract game idea A survival game where you play as the zombie Unrealistic scope for your available resources An MMORPG developed by a 1 man team Off topic Daily bonus, settings menu, character customization, etc
  • 13.
  • 14. Write a very short game design document (GDD) With the exact scope that you want to implement Assign a set time and prioritize your tasks Must have, should have, could have Set a playtest date This will make you much more committed to finishing it on time
  • 15. Is this feature really necessary? Does it feedback directly to my core game idea? Do focus on what you want to find out Mechanics, controls, gameplay, etc.. Don’t focus on sound, UI, content or graphics Unless it relates directly to your core idea Avoid premature optimization Keep it simple, stupid!
  • 16. Resist the temptation to write stuff just because it’s fun Google for existing solutions (code, sounds, graphics, etc) Buy ready placeholder assets Unity asset store, Mixamo, etc..
  • 17. It doesn’t have to be pretty You are testing how fun your core idea is Clash Royale’s early playable prototype from 2013 A lot of failure is to be expected (and it’s OK) It should be disposable, don’t waste your time Maintain a prototyping utility bag Reuse generic components throughout your prototypes
  • 18.
  • 19. Your prototype is going to be very rough Explain this to your play testers, there is no tutorial There are temporary graphics Circles = aliens, squares = pirates You are not testing for technical bugs! Remind this to your playtesters They need to understand that they are testing the game idea
  • 20. You get to see a play tester’s first impression only once Be quiet, observe them play and write everything down Don’t defend your game Listen to what they may or may not like, you want to gain information from it; not an ego boost Giving to play your prototype can be nerve wrecking It’s unfinished, you wanted to add a lot more features, it’s not too pretty; and worst of all, people just don’t get it… prepare yourself
  • 21. Most people don’t know how to describe their feelings It’s your job to dig and try to understand what they are actually saying Try to break down questions to each atomic mechanic Did you like the controls? How easy was playing the warrior? Did you enjoy playing with your friend online?
  • 22. If the idea isn’t good Learn from it and move on to the next idea If the idea is good Take the feedback you received and quickly iterate on your to get feedback again - do this until you decide to either drop or go with the idea You have to love the idea If you don’t believe in the idea; don’t do it.
  • 23. Postmortems - Reflect on what went well and what went wrong Go back to it before you start the next prototype, learn from the process Extract any reusable code for your “prototype utility library” Take some time for this, it will pay back in the future Creativity can be very hard! It can take you a day, a month, a year; or even an entire lifetime to come up with a great game idea that you, and your players will love
  • 24. Ron Rejwan, CTO & Co-Founder Jelly Button ronr@jellybtn.com

Notas do Editor

  1. Charles Palmer