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FAST PROTOTYPING
with Unity at Gameloft Montreal
RENAUD FORESTIÉ
@reuno
PROTOTYPING TEAM 

MONTREAL
• 1 year
• From 1 to 5 people
• 30 projects
• 1 day to 2 weeks per project
• From one to five prototypes per project
WHY WE PROTOTYPE
• Evaluate fun/feasibility/appeal
• Sell the idea to others
• Reduce risk
• Experiment
• Serendipity
HOW WE MEASURE
SUCCESS
• Team’s self evaluation
• Internal Playtests
• External Playtests
• Open Beta
• Per project metrics
10 TIPS CATCH ME GAME FEEL
SHOWTIME!
It won’t take long
2 PEOPLE
2 WEEKS
JUST ME
1 WEEK
JUST ME
2 WEEKS
3 PEOPLE
2 WEEKS
10 TIPS
The fourth one will drive you crazy
• No need to prototype everything
• Where do you want to experiment?
• What do you want to demonstrate?
1. PICK THE RIGHT SCOPE
Pick the right scope.
2. FOCUS ON THE UNKNOWN
• Don’t prototype things that already work
• Identify core features
• What’s unique to your game
• Not just gameplay, but also art, 

sound, and more
Focus on the unknown.
3. KEEP THINGS SEPARATED
Three Stacks :
• Gameplay (cubes / blockout)
• Art (key art, concept, characters, animations…)
• Meta
Keep things separated.
4. EMBRACE FAILURE
• Kill ideas early
• Learn from your mistakes
• Rebound from them
Embrace failure.
5. FAKE IT TIL YOU MAKE IT
• Strive for « good enough »
• Reuse material as much as you can
• Determine the minimum effort required
Fake it til you make it.
6. MOVE FAST AND FIX THINGS
• Solid foundations will allow you to iterate faster
• Prepare for experiments
• Separate structure and functionality from look
and feel
Move fast and fix things.
7. PICK THE RIGHT TOOLS
• Main tool : 

Game engine, Photoshop, Powerpoint, 

After Effects, Pen and paper…

• Toolbox : 

Houdini, Jenkins / HockeyApp, Gitlab, MMTools
Pick the right tool.
8. MAKE IT AWESOME
• Focus on that core feature the player does all the time
• Put the effort in where it will have the most impact
Make it awesome.
9. TEST OFTEN AND TEST CORRECTLY
• Have random people play it
• Let them figure out what’s fun or not
• Internal & external playtests, open beta
Test often and test correctly.
10. HAVE FUN
• Create a game you’re proud of
• Speak up
• Show your work
Have fun.
MORE TIPS!
• Avoid procedural
• Test on real devices
• Keep things simple
MORE UNITY!
• Asset Store
• Cinemachine
• Odin
• Amplify Shader
• Effectcore’s VFX packs
MORE TOOLS!
• Magica Voxel / Oculus Medium
• Asset Forge
• The Noun Project / game-icons.net
• Bfxr
• Asesprite
CATCH ME
7 days prototyping process example
PITCH
• Pacman with abilities
• Thieves and cops
• Setting : Arsene Lupin / Sherlock Holmes
DAY 1 - MOVEMENT
• Quick iterations to get the feeling
right
• Grid based movement that doesn’t
feel clunky
• Tons of options to play with : speed,
acceleration, deceleration, auto
move, direction queue, and more.
DAY 2 – COLLISIONS
AND CAMERA
• Raycast based collision detection
• Reuse of pre-created blocks to build
the modular grid
• Cinemachine for the camera
DAY 3 - AI
• A* from the Asset Store

• Custom tweaks to fit the grid
movement controller
DAY 4 - ABILITIES
• Tested phasing, teleport and jump
• Settled for jump after a few user tests
• Modular ability system, ready for
more
DAY 5 - COINS
• Basic highscore system
• Automatic coin generation (works
whatever the grid)
• Easy to tweak rewards and positions
DAY 6 – CONTROLS
• Three alternate control modes to pick
from
• Customizable dead zones, gravity etc
• Also supports keyboard / gamepad
for testing purposes (and switch port)
DAY 7 – MORE ABILITIES
• Adding a new ability is super fast
• Custom inspectors for game
designers
DAY 7 - MOCKUP
• Mix of free stuff from the asset store,
previous projects and new quick and
dirty blocks
• Fast lighting setup
GAME FEEL
It’s all about the feedbacks
MICROINTERACTIONS
Communicating feedback or result of action
• Vibration when you turn your phone to mute
• Pull to refresh
• Twitter’s heart
0. Initial version
1. Projectiles
2. Explosions
3. Shells
4. Recoil
5. Muzzle Flash
6. Haptic Feedback
7. Explosions
8. Camera Shake
9. Dynamic Light
10. Freeze Frames
11. Flash
12. Spread
Bonus 1. Slow Motion
Bonus 2. Health Bars
MORE ABOUT FEEDBACKS
• Microinteractions - Designing with Details

by Dan Saffer
• Juice it or lose it

Martin Jonasson & Petri Purho
• "The art of screenshake"

Jan Willem Nijman from Vlambeer
MMFEEDBACK
• One line setup
• Instant juice
MMFeedback
MMTOOLS
• Many tools like these
• Build and share your own toolbox!
KEY TAKEAWAYS
• Pick the right scope
• Make it awesome
• Iterate quickly and test frequently
WE’RE HIRING!
Come and say hi
THANK YOU!
Renaud Forestié
twitter : @reuno

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