finding the fun in prototyping
summary
CCP uses Unity to validate gameplay fast: a multiplayer Oculus Rift dogfighter lands as a Unity prototype in under two months built by a 13-person team, while a new hacking mechanic starts as a paper-card hacking prototype that weeds out bad rules before coding. EVE’s failed Incarna expansion and player riot teach validating early; live testing uses Singularity vs Tranquility servers and metrics to avoid regressions for a community of ~500,000 subscribers. Continuous deployment and small, collocated cross-functional teams reduce risk.
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chapters (14)
- 0:00Introduction
- 2:54UX Design
- 4:55Why Prototype?
- 7:40Our Prototyping Process
- 8:10Generating Ideas
- 10:53Tool Choice
- 15:07Minimum Visuals
- 16:46Maximum Visuals
- 18:37The problem for MMOs
- 21:56Assessing Prototypes
- 24:43Waterfall: BAD
- 28:43Separation: BAD
- 29:25Continuous Collaboration: GOOD
- 32:34Summary
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