Prototyping - CS 4730 · Rapid#Prototyping# • Which#leads#us#to#rapid#prototyping# •...

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CS 4730 Prototyping CS 4730 – Computer Game Design Credit: Some slide material courtesy Walker White (Cornell)

Transcript of Prototyping - CS 4730 · Rapid#Prototyping# • Which#leads#us#to#rapid#prototyping# •...

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CS  4730  

Prototyping  

CS  4730  –  Computer  Game  Design        

Credit:  Some  slide  material  courtesy  Walker  White  (Cornell)  

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What  is  a  Prototype?  •  In  the  simplest  terms,  it’s  an  incomplete  model  of  your  game  –  It  usually  has  a  reduced  feature  set  –  The  selected  features  are  usually  the  “most  important”  

•  The  idea  is  to  get  an  idea  for  what  the  basic  gameplay  will  be  like  –  Try  out  a  mechanic  –  Tune  some  parameters  

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What  is  a  Prototype?  •  Types  of  prototypes  

–  Throwaway  –  EvoluMonary  –  Incremental  –  Extreme  

•  Forms  of  prototypes  –  Physical  – Digital  (different  system)  – Digital  (same  system)  

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Throwaway  Prototype  • With  a  throwaway  prototype,  you  don’t  intend  to  reuse  any  of  the  created  “material”  in  the  final  product  –  This  refers  to  the  actual  “things”  created,  not  the  knowledge  gained  

–  Thus,  all  non-­‐digital  prototypes  are  by  definiMon  throwaway  

–  Your  prototype  due  this  week  may  or  may  not  be  throwaway  (but  probably  will  be)  

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Why  Throwaway?  • Why  spend  the  Mme  to  build  something  you  know  you’ll  discard?  – Usually,  they  are  quick  to  create,  quick  to  change  – Good  for  geXng  basic  ideas  “down  on  paper”  – Good  for  convincing  others  you  have  a  good  idea  – Good  for  looking  at  “slower”  aspects  of  the  game  (i.e.  stepping  through  each  part  of  a  player  turn)  

– O[en  helps  you  refine  and  fully  envision  exactly  what  it  is  you  want  to  make  

–  Can  use  other  quick  tools  to  build  5

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EvoluMonary  Prototypes  • With  an  evoluMonary  prototype,  you  are  building  in  the  system  you  plan  to  build  with  

•  Think  of  this  more  as  “build  and  iterate”  –  The  iniMal  prototype  is  only  a  prototype  in  that  it  comes  first  

–  Features  are  added  for  the  next  iteraMon  of  the  prototype  

– UnMl  you  have  a  “finished”  product  that  just  needs  polish  

–  This  is  what  you’ll  do  during  your  team  project  6

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Why  Digital  Prototypes?  •  Paper  can  only  do  so  much  •  Can  test  input  methods  be]er  •  Hard  to  test  physics  systems,  networking  systems,  etc.  without  this  

•  Can  use  real  assets  

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Physical  Prototypes  • We  did  a  throwaway  physical  prototype  earlier  this  year    –  The  game  lab  the  first  week  

•  Admi]edly,  some  games  are  easier  to  make  physical  prototype  than  others…  

•  Example:  Thrones  by  MarMn  Kellogg  

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Physical  Prototype  • What  other  things  can  you  use  to  make  a  physical  prototype?  

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Physical  Prototype  

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Physical  Prototype  

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Physical  Prototype  

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Some  Games  are  Easier  to  Prototype  

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Goals  From  Physical  Prototype  •  Explore  the  core  mechanics  in  a  controlled,  slower-­‐paced  environment  

•  Physically  force  you  to  consider  different  aspects  of  your  game  before  coding  them  

•  Get  the  team  to  talk  about  core  decisions  •  Encourage  collaboraMon  •  Test  out  value  of  resources  in  economy  

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Your  Physical  Prototype  •  I  won’t  FORCE  you  to  make  a  physical  prototype  for  your  team  project…  

• …  but  you’ll  either  do  one  or  you’re  going  to  storyboard  the  game  

•  I  will  ask  for  SOME  physical  design  aspect  of  the  game  outside  of  the  design  doc  itself!  

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Digital  Prototype  •  Digital  prototypes  come  in  many  different  forms  – Wireframing  (UX  mock-­‐ups)  someMmes  has  funcMonality  (o[en  faked)  

–  Rapid  prototyping  tools/projects  can  be  done  by  taking  an  exisMng  project  or  demo  and  customizing  it  

–  Custom  prototyping  can  be  very  powerful,  but  can  also  take  a  great  deal  of  Mme  

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Wireframing  • Wireframing  comes  from  the  term/idea  that  you  are  looking  at  a  scaffold  drawing  of  an  object  

•  O[en  done  in  image  editors  with  some  scripMng  thrown  in  somehow  to  show  transiMons  

•  Heck,  it  could  even  be  Powerpoint  

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Rapid  Prototyping  • Which  leads  us  to  rapid  prototyping  •  O[en  done  with  a  toolset  of  some  kind  

– Many  games  come  with  modding  tools  or  level  editors  

–  Custom  map  creaMon  and  modding  is  one  of  the  first  steps  many  people  take  in  geXng  into  the  games  business!  

•  Could  be  throwaway  or  evoluMonary  •  This  is  what  you  are  doing  for  your  pitches  

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Rapid  Prototyping  •  Is  it  worth  the  Mme?  

– O[en  it  is!  –  You  can  test  out  a  parMcular  mechanic  –  Refine  the  code  –  Then  import  it  over  to  your  final  project!  

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Custom  Prototyping  •  Can  be  a  bit  more  intense  •  But  allows  for  a  lot  more  flexibility  when  tesMng  and  evaluaMng  mechanics  

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CS  4730  

Tomb  Raider  

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BioWare  

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Fez  (Fezzer  Level  Editor)  

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Super  Mario  World  (Lunar  Magic)  

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Changing  Values  

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Custom  Prototypes  •  Custom  prototypes  can  be  very  powerful  •  Can  take  much  longer  to  create  •  But  can  let  you  try  TONS  of  “slider  combinaMons”  without  restarMng,  rebuilding,  republishing  your  program  

•  So…  tradeoffs…  •  You  WILL  have  to  code  some  aspects  of  this  into  your  project  

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CS  4730  

How  would  you  prototype…  •  How  would  you  build  a  physical  prototype  for  

– A  dungeon  crawler,  like  Diablo?  – A  soccer  game?  – A  match-­‐3  puzzle  game?  – A  top-­‐down  view  shmup?  –  Super  Mario  Bros  3?  – A  fighMng  game?  

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