8/8/2014 1
Zach Laster University of Helsinki
Pen and Paper Dice, Cards, Rough boards, stand-in play elements Excel Simple scripted games (Löve2D)
Experimental Gameplay Project
Group that made Tower of Goo (amongst other
things)
Each person in the group built a game
prototype in a week
They bounced ideas off each other and used each
- ther for feedback, but otherwise worked
independently Rules:
Each game must be made in less than seven days Each game must be made by exactly one person Each game must be based around a common theme
i.e. "gravity", "vegetation", "swarms", etc.
Failure
Embrace the possibility of failure Don’t just accept it Take risks! The thing about rapid prototyping is you
are SUPPOSED to fail sometimes
It wouldn’t be a prototype if it was
guaranteed to work
If you fail you probably still learn
something valuable
Prototyping is for SCIENCE!
Do it fast
The point of rapid prototyping is it is And throwing more time at the problem
doesn’t make the solution better
There isn’t typically a correlation
between time and prototype quality
Limits
Building prototypes is easier when You know the question you are trying to answer You have defined limits for what you are building It don’t have to be exact or highly specific,
just limiting
The EGP benefited from focusing on themes like
“gravity” or “swarming”
They also seem to have all used the same