Prototype of a Prototype
summary
Argues that prototypes must be fast, targeted, disposable to produce real knowledge: build only the mechanic you need, use simple programmer art and whichever engine the team already knows, then throw it away. Gives concrete hits: a colourful-square prototype exposed a design flaw that saved weeks of rework; a full 2D mock of a 3D Zelda interaction proved feasibility; tabletop XCOM led to the digital game; typical budget guideline is one week of prototyping for a six‑month project.
AI-written summary · about
chapters (10)
- 0:00Introduction
- 3:16Why prototypes save projects
- 5:26Knowledge as efficiency base
- 6:31Three prototype principles
- 10:29When and how to prototype
- 12:37Prototyping tools
- 14:05Prototypes without computer
- 15:13Prototype results analysis
- 19:18Conclusions and process adaptation
- 20:46Q&A
related talks
26mGetting the Job Done: Using Everything to Make Your Game
57mPrototyping with Unreal
39mBringing your concept to life
26mIdeation and Prototyping: Think Bigger, Fail Quicker
43mHow to cut off development times & get feedback from real users
18mRapid prototyping for mobile games development
34mIntro to UX for Developers
43mDesigning the Right Product
