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