• This is the process of extracting insight from existing games as well as researching from books and other theoretical works about game design methods, this is really useful if you want to achieve something that has already been done well by another game, but you don’t know where to start.
  • These ideas are then applied to your own work.
  • The process of researching and then applying the research to your work is an iterative one; it can be repeated over and over throughout the project to help further develop ideas in light of what you’ve learned from reverse engineering existing games.
  • Unpick a process and analyses the design choices:
    • Art style:
      • Where does it come from?
      • What influenced it?
    • Narrative:
      • How is this driving the experience of the game?
      • How does this work?
      • What is happening that makes you associate meaning with it?
    • Sound Effects:
      • How are those sound effects triggered?
      • What makes them, both on-screen and in a recording studio?
      • How do they evolve?
      • How do they change or convey the emotion of the game?
  • Allows you to quickly mock-up a game and to test its mechanics like a board or card game. Interactions can also be mocked up by moving or layering paper and using elements like dice to create elements of choice and randomness.

Wireframe:

  • A visual guide that represents the skeletal framework of an app or game. It allows you to be creative and to explore the flow of information and interactions on paper.

Narrative Map:

  • This allows you to branch the narrative and to explore the different directions the game could proceed in. Tools like twine can be used to achieve this.  Even if a game is not really a narrative one this kind of structure can be useful for working out its choice structure.

Mixed Materials:

  • If paper alone isn’t enough to prototype your game, then you can use materials like figurines, Lego, stickers, or electronic items as stand-ins for other elements in the game.

On-Screen Mock-ups:

  • A variety of online and desktop tools can be used to take an idea onto a computer and explore simple button clicks and animations to further realise a prototype. These are particularly useful for steeping between different screens and understanding how the flow of things in a game work.  This is used a lot in the UX industry, particularly for web development.

In Engine Mock-up:

  • This is the final step of prototyping that all the other types of prototyping are moving towards; you need to start with one of the earlier prototyping methods first before moving on to in-engine mock-ups. In-engine mock-ups are when an idea is finally brought into a game engine, and you use primitives and off-the-shelf models to build a crude version of your game.  It is at this stage that actually inputs can be developed and tested.  This is often referred to as white or grey boxing or a level block out as the shapes used are often grey or white, though they can also be basic colours and often feature a grid texture to help designers read the scale of the block out.

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