MISADVENTURES IN RAPID PROTOTYPING
description
Transcript of MISADVENTURES IN RAPID PROTOTYPING
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MISADVENTURES IN RAPID PROTOTYPING
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hello, my name is
SARA
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and I am a
Junior Designer
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Boomzap is known for its virtual office environment
-Malaysia
-Indonesia
-Philippines
-Russia & Georgia
-Singapore
-Japan
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Our games:
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tGAME RECEPTION
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tOur adventure / hidden object franchises
• Dana Knightstone Series
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tOur adventure / hidden object franchises
• Awakening Series
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how’d we do those?
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THINGS WE DO
• DAILY BUILDS
• SELF-MANAGED TEAMS
• SOME DOCUMENTATION
• PROTOTYPING
• KNOWING WHEN TO SAY:
All of this leads to rapid development.
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a self-managed organization
TEAM XDESIGNER
LEAD ARTISTARTISTS
ANIMATORS
PRODUCERS
This pattern is applied to any other team, though size and roles vary depending on need.
SOUNDPROGRAMMER
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How we manage ourselves (and not each other)
• MONDAY: Tasking• FRIDAY: Deadline• Small, manageable chunks of progress• If you plan...
– Too far ahead – too many unknowns– Too near - micromanagement
- We’re rewarded for working SMART, not working HARD
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Daily Builds
DESIGNER
LEAD ARTIST
ARTISTS
ANIMATORSSOUND
PROGRAMMERFEEDBACKEveryone is welcome
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Daily Builds
• Daily builds are daily without exception
• Good for discipline
• Artists can test their own concepts
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Documentation: bare gdd
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Prototyping
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prototype
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We move stuff around while prototyping.
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power of ft
P^FT
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power of ft
• Basically means NO.
• Anyone can refuse a task if he or she has a valid reason not to. (eg. It contradicts the gameplay, doesn’t sound reasonable, is not worth it.)
• Requires trust that both parties are committed to the game.
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Problems?Of course.
BREAKING THE BUILD:The designer’s most common problem.
BORING GAMEPLAY:If you can’t escape it...
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No.
A closing note:
No. 2 -ism.
(Even if you’re No. 1)
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24
Thanks for listening!