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Prototyping Rekkage

Prototyping Rekkage. Kevin Sheehan Systems & Content Designer. Introduction. Who am I? Designer (BAGD with some C/C++) ENTJ Love multiplayer games. Introduction. Who am I? Outbreak. Introduction. Who am I? Rekkage. Introduction. Why am I here? To share a prototyping methodology

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Prototyping Rekkage

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  1. Prototyping Rekkage Kevin Sheehan Systems & Content Designer

  2. Introduction Who am I? • Designer (BAGD with some C/C++) • ENTJ • Love multiplayer games

  3. Introduction Who am I? Outbreak

  4. Introduction Who am I? Rekkage

  5. Introduction Why am I here? • To share a prototyping methodology • Describe circumstances, choices, and results

  6. Team Structure Standard Game Team Development Engine Development,Concept Planning Engine Maintenance,Concept Development Ship

  7. Team Structure Nomad Development Engine Development Engine Maintenance,Concept Integration Ship Concept Development

  8. Team Structure Nomad Development • Designers pitch the game…with the game

  9. Team Structure Nomad Development • Each Designer sprints weekly

  10. Team Structure Nomad Development • Weekly Prototype Recaps & Reviews

  11. Team Structure Nomad Development • Tech & Art Team Inclusion

  12. “Toybox Prototyping” Basic Methodology • Prove or Disprove • Agility Based • Surgical

  13. “Toybox Prototyping” The Goal • A “Toybox” of Possibilities • Habit Training

  14. “Toybox Prototyping” Three Big Questions • What am I trying to prove? • What is the simplest way to prove it? • How will I know if it doesn’t work?

  15. “Toybox Prototyping” • What am I trying to prove? • A mechanic/dynamic? • A technical feature? • A visual style? • Typically the biggest risk/reward

  16. “Toybox Prototyping” • What is the simplest way to prove it? • Build only what is necessary • Can I make a workaround model?

  17. “Toybox Prototyping” • How will I know if it doesn’t work? • Set deadlines • “If it’s not working by Friday night…” • Think short term Oh, it won’t work… Project Lifespan

  18. “Toybox Prototyping”

  19. Prototype Timeline SoP EP Proto. FP Alpha Beta

  20. Prototype Timeline Case Study: Wind & Sand • Physics dev wanted to do particle physics R&D • Everyone on Nomad was watching Avatar and Legend of Korra on Nick Jr. #swag Milestone: Summer Total Prototypes: 12

  21. Prototype Timeline Case Study: Wind & Sand • Use wind powers to solve puzzles and destroy things Milestone: Summer Total Prototypes: 12

  22. Prototype Timeline Case Study: Wind & Sand • Weeks spent tuning destruction • “Destruction is fun, but shouldn’t be the core” • Kept wandering around looking for promise • Lost track of #3 • How will I know if it doesn’t work? Milestone: Summer Total Prototypes: 12

  23. Prototype Timeline Case Study: Trains • Nomad was playing FTL and Galaxy Trucker • Designers were getting tired of non-systemic games Milestone: Engine Proof Total Prototypes: 18

  24. Prototype Timeline Case Study: Trains • Modular RTS • Managing a vehicle that broke apart during combat • To Prove: • Modularity is cool (++Galaxy Trucker) • There would be enough player expression (++FTL) Milestone: Engine Proof Total Prototypes: 18

  25. Prototype Timeline Case Study: Trains • Prototype 1 • Paper Prototype to test modularity • Set the precedent for emplacement • Convincing starting point for further exploration Milestone: Engine Proof Total Prototypes: 18

  26. Prototype Timeline Case Study: Trains • Prototype 2 • “Overscoped3D FTL with no added depth” • Paper Prototype to test expression • “Ehhhhhh….” – Ben Ellinger Milestone: Engine Proof Total Prototypes: 19

  27. Prototype Timeline Case Study: Trains • Prototype 3 • Digital version of the first paper prototype • Less Book keeping = more fun? Milestone: Engine Proof Total Prototypes: 20

  28. Prototype Timeline Case Study: Trains • Prototype 4 • Lost track of #3 • How will I know if it doesn’t work? Milestone: Prototype Total Prototypes: 21

  29. Prototype Timeline Case Study: Teeter • 3D block-builder game (Galaxy Trucker!) • Kept the good, threw out the bad • Could be in-engine by prototype Milestone: Prototype Total Prototypes: 22

  30. Prototype Timeline Case Study: Teeter Sumo Blocks • 2D top-down version of Teeter • Physics driven • 2P Multiplayer Milestone: Prototype Total Prototypes: 22

  31. Prototype Timeline Case Study: Teeter Sumo Blocks • Prove: • Shoving was an adequate alternative to damage • It’s worth keeping modularity • Remember #2 • What is the simplest way to prove it? Milestone: Prototype Total Prototypes: 22

  32. Prototype Timeline Case Study: Teeter Sumo Blocks Milestone: Prototype Total Prototypes: 22

  33. Prototype Timeline Case Study: Teeter Sumo Blocks Milestone: Prototype Total Prototypes: 23

  34. Prototype Timeline Case Study: Rekkage Milestone: Gold Total Prototypes: 43

  35. Prototype Timeline Case Study: Rekkage • AI • Levels • Chassis Layouts • 4-Player • Team • Components Milestone: Gold Total Prototypes: 43

  36. Prototype Timeline Case Study: Rekkage • “Stealth” component (FTL-based) Milestone: First Playable Total Prototypes: 25

  37. Prototype Timeline Case Study: Rekkage • Trying to prove an effective solution for a component-based “Stealth” mechanic • No shortcuts here, just keep art & tech minimal • It isn’t working if we can’t make positioning and component count meaningful Milestone: First Playable Total Prototypes: 25

  38. Prototype Timeline Case Study: Rekkage • 3-4 Prototypes built • Numbers problem explored first, with limited promise • Little engagement once Stealth was activated • Shelved Stealth Milestone: First Playable Total Prototypes: 25

  39. Takeaways Basic Methodology • Quickly and surgically prove or disprove ideas The Goal • Build a toolbox of “Toys” and habits

  40. Takeaways Pros • Faster surveying over a broader range • Risk-averse Cons • Chance to miss non-obvious nuggets • Difficult for technical masterpieces

  41. Takeaways Three Big Questions • What am I trying to prove? • What is the simplest way to prove it? • How will I know if it doesn’t work?

  42. Thanks! Q&A

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