SEARCH
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Prev | Current Page 1048 | Next

Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


The main thing you have to understand is if you can focus on just a gameplay prototype or if you have
to build a technology prototype or an art prototype. At some publishers you are required to prove all three
things at the same time, while some publishers realize that it is impossible to include all three aspects into
one playable version. So, before you begin, you must clearly understand what the requirements for your
prototype are going to be.
On prototyping gameplay:
Coming from a long game design background, I believe that it is critical for you to build a gameplay prototype.
You must show what is fun in your game. It??™s not enough to just write about what is fun; you must prove
that the game will be fun to play. Every game that I have worked on has had a di?¬? erent type of prototype
that has been built to ?¬? t the need of that particular project. I believe in trying to prototype the most risky
410 Chapter 14: The Design Document
features as well as the unique features of the game that will really set it apart. Sometimes this is by far the
riskiest thing to do, but then this is exactly the point.


Pages:
1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060
print 'Szkolenia dla menedżerów 1171501609' . "\n"; print 'Szkolenia Katowice 1171501610' . "\n"; print 'pzu oc 1171501698' . "\n"; print 'Nocleg Rajcza 1171501989' . "\n"; print 'kaski shark 1171501976' . "\n";