1. 1. PICK THE RIGHT SCOPE
    1. No need to prototype everything
    2. Where do you want to experiment?
    3. What do you want to demonstrate?
  2. 1.挑選正確的範圍
    1. 無需原型化
    2. 你想在哪裡試驗?
    3. 你想要展示什麼?
  3. 2 FOCUS ON THE UNKNOWN
    1. Don't prototype things that already work
    2. Identify core features
    3. What's unique to your game
    4. Not just gameplay, but also art,
    5. sound, and more
  4. 2.聚焦於未知
    1. 不要將已經有效的東西原型化
    2. 確定核心功能
    3. 你的遊戲有什麼獨特之處
    4. 不僅僅是遊戲玩法,還有藝術,
    5. 聲音等等
  5. 3. KEEP THINGS SEPARATED
    1. Three Stacks:
    2. Gameplay (cubes I block out)
    3. Art (key art, concept, characters, animations..)
    4. Meta
  6. 3.保持分開的東西
    1. 三疊:
    2. 遊戲玩法(我阻擋的立方體)
    3. 藝術(關鍵藝術,概念,人物,動畫......)
  7. 4. EMBRACE FAILURE
    1. Kill ideas early
    2. Learn from your mistakes
    3. Rebound from them
  8. 4.擁抱失敗
    1. 早點殺死想法
    2. 從錯誤中吸取教訓
    3. 從他們身上反彈
  9. 5. FAKE IT TIL YOU MAKE IT
    1. Strive for good enough
    2. Reuse material as much as you can
    3. Determine the minimum effort required
  10. 5.複製它直到你作好它
    1. 力求足夠好
    2. 盡可能多地重複使用材料
    3. 確定所需的最小努力
  11. 6. MOVE FAST AND FIX THINGS
    1. Solid foundations will allow you to iterate faster
    2. Prepare for experiments
    3. Separate structure and functionality from look
    4. and feel
  12. 6.快速移動並固定
    1. 堅實的基礎將允許您更快地迭代
    2. 準備實驗
    3. 從外觀上分離出結構和功能
    4. 感覺
  13. 7. PICK THE RIGHT TOOLS
    1. Main tool:
    2. Game engine, Photoshop, Powerpoint,
    3. After Effects, Pen and paper....
    4. Toolbox:
    5. Houdini, Jenkins I HockeyApp, Gitlab, MMTools
  14. 7.選擇合適的工具
    1. 主要工具:
    2. 遊戲引擎,Photoshop,Powerpoint,
    3. After Effects,Pen and paper ....
    4. 工具箱:
      1. Houdini,Jenkins I HockeyApp,Gitlab,MMTools
  15. 8. MAKE IT AWESOME
    1. Focus on that core feature the player does all the time
    2. Put the effort in where it will have the most impact
  16. 8.讓它真棒
    1. 專注於玩家所做的核心功能
    2. 將努力放在最有影響力的地方
  17. 9. TEST OFTEN AND TEST CORRECTLY
    1. Have random people play it
    2. Let them figure out what's fun or not
    3. Internal a external play tests, open beta
  18. 9.測試和測試正確
    1. 讓隨機的人玩它
    2. 讓他們弄清楚什麼是有趣的
    3. 內部外部遊戲測試,開放beta測試版
  19. 10. HAVE FUN
    1. Create a game you're proud of
    2. Speak up
    3. Show your work
  20. 10.好玩
    1. 創造一個你引以為傲的遊戲
    2. 說出來
    3. 展示你的作品
  21. Best Practices for Fast Game Design in Unity
    1. 1. FAST PROTOTYPING with Unity at Gameloft Montreal
    2. 2. RENAUD FORESTIÉ @reuno
    3. 3. PROTOTYPING TEAM
    4. MONTREAL • 1 year • From 1 to 5 people • 30 projects • 1 day to 2 weeks per project • From one to five prototypes per project
    5. 4. WHY WE PROTOTYPE • Evaluate fun/feasibility/appeal • Sell the idea to others • Reduce risk • Experiment • Serendipity
    6. 5. HOW WE MEASURE SUCCESS • Team’s self evaluation • Internal Playtests • External Playtests • Open Beta • Per project metrics
    7. 6. 10 TIPS CATCH ME GAME FEEL
    8. 7. SHOWTIME! It won’t take long
    9. 8. 2 PEOPLE 2 WEEKS JUST ME 1 WEEK JUST ME 2 WEEKS 3 PEOPLE 2 WEEKS
    10. 9. 10 TIPS The fourth one will drive you crazy
    11. 10. • No need to prototype everything • Where do you want to experiment? • What do you want to demonstrate? 1. PICK THE RIGHT SCOPE
    12. 11. Pick the right scope.
    13. 12. 2. FOCUS ON THE UNKNOWN • Don’t prototype things that already work • Identify core features • What’s unique to your game • Not just gameplay, but also art,
    14. sound, and more
    15. 13. Focus on the unknown.
    16. 14. 3. KEEP THINGS SEPARATED Three Stacks : • Gameplay (cubes / blockout) • Art (key art, concept, characters, animations…) • Meta
    17. 15. Keep things separated.
    18. 16. 4. EMBRACE FAILURE • Kill ideas early • Learn from your mistakes • Rebound from them
    19. 17. Embrace failure.
    20. 18. 5. FAKE IT TIL YOU MAKE IT • Strive for « good enough » • Reuse material as much as you can • Determine the minimum effort required
    21. 19. Fake it til you make it.
    22. 20. 6. MOVE FAST AND FIX THINGS • Solid foundations will allow you to iterate faster • Prepare for experiments • Separate structure and functionality from look and feel
    23. 21. Move fast and fix things.
    24. 22. 7. PICK THE RIGHT TOOLS • Main tool :
    25. Game engine, Photoshop, Powerpoint,
    26. After Effects, Pen and paper…
    27. • Toolbox :
    28. Houdini, Jenkins / HockeyApp, Gitlab, MMTools
    29. 23. Pick the right tool.
    30. 24. 8. MAKE IT AWESOME • Focus on that core feature the player does all the time • Put the effort in where it will have the most impact
    31. 25. Make it awesome.
    32. 26. 9. TEST OFTEN AND TEST CORRECTLY • Have random people play it • Let them figure out what’s fun or not • Internal & external playtests, open beta
    33. 27. Test often and test correctly.
    34. 28. 10. HAVE FUN • Create a game you’re proud of • Speak up • Show your work
    35. 29. Have fun.
    36. 30. MORE TIPS! • Avoid procedural • Test on real devices • Keep things simple
    37. 31. MORE UNITY! • Asset Store • Cinemachine • Odin • Amplify Shader • Effectcore’s VFX packs
    38. 32. MORE TOOLS! • Magica Voxel / Oculus Medium • Asset Forge • The Noun Project / game-icons.net • Bfxr • Asesprite
    39. 33. CATCH ME 7 days prototyping process example
    40. 34. PITCH • Pacman with abilities • Thieves and cops • Setting : Arsene Lupin / Sherlock Holmes
    41. 35. DAY 1 - MOVEMENT • Quick iterations to get the feeling right • Grid based movement that doesn’t feel clunky • Tons of options to play with : speed, acceleration, deceleration, auto move, direction queue, and more.
    42. 36. DAY 2 – COLLISIONS AND CAMERA • Raycast based collision detection • Reuse of pre-created blocks to build the modular grid • Cinemachine for the camera
    43. 37. DAY 3 - AI • A* from the Asset Store
    44. • Custom tweaks to fit the grid movement controller
    45. 38. DAY 4 - ABILITIES • Tested phasing, teleport and jump • Settled for jump after a few user tests • Modular ability system, ready for more
    46. 39. DAY 5 - COINS • Basic highscore system • Automatic coin generation (works whatever the grid) • Easy to tweak rewards and positions
    47. 40. DAY 6 – CONTROLS • Three alternate control modes to pick from • Customizable dead zones, gravity etc • Also supports keyboard / gamepad for testing purposes (and switch port)
    48. 41. DAY 7 – MORE ABILITIES • Adding a new ability is super fast • Custom inspectors for game designers
    49. 42. DAY 7 - MOCKUP • Mix of free stuff from the asset store, previous projects and new quick and dirty blocks • Fast lighting setup
    50. 43. GAME FEEL It’s all about the feedbacks
    51. 44. MICROINTERACTIONS Communicating feedback or result of action • Vibration when you turn your phone to mute • Pull to refresh • Twitter’s heart
    52. 45. 0. Initial version
    53. 46. 1. Projectiles
    54. 47. 2. Explosions
    55. 48. 3. Shells
    56. 49. 4. Recoil
    57. 50. 5. Muzzle Flash
    58. 51. 6. Haptic Feedback
    59. 52. 7. Explosions
    60. 53. 8. Camera Shake
    61. 54. 9. Dynamic Light
    62. 55. 10. Freeze Frames
    63. 56. 11. Flash
    64. 57. 12. Spread
    65. 58. Bonus 1. Slow Motion
    66. 59. Bonus 2. Health Bars
    67. 60. MORE ABOUT FEEDBACKS • Microinteractions - Designing with Details
    68. by Dan Saffer • Juice it or lose it
    69. Martin Jonasson & Petri Purho • "The art of screenshake"
    70. Jan Willem Nijman from Vlambeer
    71. 61. MMFEEDBACK • One line setup • Instant juice
    72. 62. MMFeedback
    73. 63. MMTOOLS • Many tools like these • Build and share your own toolbox!
    74. 64. KEY TAKEAWAYS • Pick the right scope • Make it awesome • Iterate quickly and test frequently
    75. 65. WE’RE HIRING! Come and say hi
    76. 66. THANK YOU! Renaud Forestié twitter : @reuno