
Why Prototype?
Exercise
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Beginner
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+180XP
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30 mins
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Unity Technologies

Even professional game makers with years of experience can't look at a game idea and say whether it is fun. How do they find out? Prototyping.
1. Making Games is Risky Business
2. Prototyping is How you Find the Fun
3. How do professionals prototype?
Before you start prototyping yourself read further about why and how professionals prototype:
- Macklin and Sharp’s compact, practical book covering the concrete details of making games, from brainstorming strategies to task planning spreadsheets. Colleen Macklin and John Sharp. Games, Design and Play. Pearson Education 2016. (A PDF version is also available in the Tutorial Materials tab)
An indie game designer shares what he learned from prototyping Dance Central and his own titles. Watch from 1:30 to 43:00. “why it's worth ... prototyping, 8 lessons for how to do it effectively, and 8 common pitfalls to watch out for and avoid”
A designer/producer tells the story of developing HOARD, a successful indie game, through creative, quick-and-dirty prototyping. 37:00-41:00 discusses several specific tools for rapid prototyping, including drawing level maps in Excel. 12:00-36:00 follows the game through several prototypes, from board game to PS3 release. “I went to my friend Microsoft Excel and started laying out levels.”
4. Assignment: Prototype your Game
It’s time to put pen to paper! We’re asking you to make not one but two prototypes for your game this week. Here’s where you will take the first step toward making your idea into a real, playable game. This assignment has several steps, but you’re only going to turn in one thing, your write up about your prototype.
**If you haven't already, read the chapter from Macklin and Sharp describing different kinds of prototypes. It's also available in the resources.
1. Professionals actually do take time to make and write down a list of questions at the beginning of their projects to guide their prototyping. So write down some of the big questions you’re currently dealing with, such as:
- What will my game look like?
- Can I make the character’s jump feel good?
- Do players understand my elemental magic system?
- Can players solve my puzzle?
- Will the player understand that green bars are health and orange bars are fuel?
2. Choose one of the big questions and create a non-digital prototype that will help you answer it. These are the kinds of prototypes that designers usually make first:
- An art prototype, perhaps a mood board or a single character design
- A paper prototype to test gameplay. (Remember that you can prototype many time-based games like tower defense by representing time as turns.) c. An interface prototype, such as a mockup of the game screen showing where and how score, health, etc. would be shown.
3. Create a playable digital prototype of your game idea that shows its main mechanic. For example, if it’s a platformer, make a little test project that is nothing but two platforms and the character jumping. If it’s a tower defense, make a single enemy and one tower. DO NOT spend a lot of time on this – a couple of hours at most. It’s not the first build of your game, so your code will be messy. Make it just good enough to ask the question.
4. Find players and ask them to look at/play your prototype. Depending on the kind of prototype, you might be able to ask other students for feedback using the forum for this assignment. Ask questions about what they’re seeing or doing – these can be yes/no questions, but they can also be open-ended, like “how does this mood board make you feel?”
5. Create a short writeup of the results, about a page including pictures or screencaps of the prototype and/or players using it. Answer these questions:
- What question were you trying to ask with your prototype?
- Did you get feedback that helps you answer that question?
- What results did you obtain when people played/looked at it?
- What did you learn from those results?
6. Share your write up via screen caps and the description in the gallery.
7. Provide feedback to at least two other leaners using the comments in the gallery.
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Submission Gallery
Unborn Baby
I made a prototype of my game with the core features and core mechanics. It is also a proof of concept. Now i only need to build up the story telling and add in the details.
AmiGO: The Friend-Making Adventure
AmiGO: The Friend-Making Adventure” is an immersive social simulation game where players embark on a journey to build friendships, create social circles, and engage in fun group activities. The game combines elements of simulation, adventure, and strategy, allowing players to explore a virtual world, meet new characters, and nurture meaningful connections. The ultimate goal is to gather as many friends as possible and organize enjoyable group activities.
Chevectra race
My game chvectra race
undead invasion - prototype
as shown , the player will be fighting waves of enemies while holding and defending the line so the enemies won't cross , its a simple prototype , the asset used here will not be in the final game ofc, just gathered up what ever i got and tested out my core game mechanics :P
Platform Prototype
I made this prototype because, the first think come to my mind while thinking of my game 1 prototype is how my game should look like and how my character move so i made this, where my character move and jump more naturally than sliding or and speed up and also a floating plate where my character stand and move in direction of plate. I know this is very basic but i want to resolve my basic now i have more question and doubts about my game and thinking of making more prototype with one or two purpose at a time but for submission that's all for now
Dead Drive Prototype
Made a prototype to test if Dungeon Crawler controls worked well with the chaotic car combat mechanics I intended for the game. The answer was not very well. I made a second prototype using more traditional car controls and while that was more challenging for players it still did not have the same level of chaos that I was aiming for. I made a third prototype similar to the second with a different map layout and introducing a timer. That saw the more chaotic behavior I expected to see.
prueba plataforma
Documentation and playable prototype
Breakout 3D different camera types
Prototype videos of different types of cameras.