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MISADVENTURES IN RAPID PROTOTYPING

MISADVENTURES IN RAPID PROTOTYPING. hello, my name is. SARA. and I am a. Junior Designer. Boomzap is known for its virtual office environment -Malaysia -Indonesia -Philippines -Russia & Georgia -Singapore -Japan. Our games:. t. GAME RECEPTION. t.

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MISADVENTURES IN RAPID PROTOTYPING

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  1. MISADVENTURES IN RAPID PROTOTYPING

  2. hello, my name is SARA

  3. and I am a Junior Designer

  4. Boomzap is known for its virtual office environment -Malaysia -Indonesia -Philippines -Russia & Georgia -Singapore -Japan

  5. Our games:

  6. t GAME RECEPTION

  7. t Our adventure / hidden object franchises • Dana Knightstone Series

  8. t Our adventure / hidden object franchises • Awakening Series

  9. how’d we do those?

  10. THINGS WE DO • DAILY BUILDS • SELF-MANAGED TEAMS • SOME DOCUMENTATION • PROTOTYPING • KNOWING WHEN TO SAY: All of this leads to rapid development.

  11. a self-managed organization PRODUCERS DESIGNER TEAM X ARTISTS LEAD ARTIST PROGRAMMER ANIMATORS SOUND This pattern is applied to any other team, though size and roles vary depending on need.

  12. How we manage ourselves (and not each other) • MONDAY: Tasking • FRIDAY: Deadline • Small, manageable chunks of progress • If you plan... • Too far ahead – too many unknowns • Too near - micromanagement • We’re rewarded for working SMART, not working HARD

  13. Daily Builds DESIGNER FEEDBACK Everyone is welcome PROGRAMMER ARTISTS ANIMATORS SOUND LEAD ARTIST

  14. Daily Builds • Daily builds are daily without exception • Good for discipline • Artists can test their own concepts

  15. Documentation: bare gdd

  16. Prototyping

  17. prototype

  18. We move stuff around while prototyping.

  19. power of ft P^FT

  20. power of ft • Basically means NO. • Anyone can refuse a task if he or she has a valid reason not to. (eg. It contradicts the gameplay, doesn’t sound reasonable, is not worth it.) • Requires trust that both parties are committed to the game.

  21. Problems? Of course. BREAKING THE BUILD: The designer’s most common problem. BORING GAMEPLAY: If you can’t escape it...

  22. No. A closing note: • No. 2 -ism. • (Even if you’re No.1)

  23. Thanks for listening!

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