Tom Extrudes share mobile game prototype design six suggestions

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

Said the hands of the company backflip, probably some of the domestic players do not know too much, but mentioned once had a heart-beating "throwing paper Group" game (that is, repeatedly put the paper into the garbage bin that), it is estimated that everyone will be the president "Oh" a sound. Yes, it is such a small independent game developers, their game download has been close to 100 million times, as the second Rovio Mobile and Outfit7 after the third download nearly billion of independent hand tour developers.

Ninjump smash This game comes from a prototype experiment

Tom Extrudes, the co-founder and design director of the company, shared six suggestions for the design of mobile game prototypes at a seminar at 2015 GDC's opening session.

First of all, Tom extrudes the work of prototyping into the design team, he said, there may be controversy, but this part of the work does not belong to program development. At the same time, based on his years of work experience, a technical designer (technical designer) is more productive than the design (designer) and programmer (programmer) Two of people who want to do a quick job.

"When you give a programmer a job, they usually do it meticulously, very carefully, and carefully, but it usually takes more time." "Extrudes said.

Next, he made six suggestions in the game shaping process, very critical:

1, what should your prototype prove? Trying to create a prototype that contains all the features of the game is a trap, "Extrudes said," Putting the focus on a point test. ”

2,blind hope you can nip the prototype in the cradle, which means never turning the prototype into a real product. This is what he calls a short-term harvest vs long-term loss. In addition, he said, "If your prototype is really that good, then you're doing it wrong and you're spending too much time on the prototype." ”

3, try to do the prototype in a parallel way. While making prototypes and preparing for formal production, you can test new things in time.

4, do not deliberately make your prototype look very beautiful, because beautiful art can make a not fun game to do looks good, can let the tester mistakenly think the game is good.

5, and most importantly, realize that any archetype is not a failure, every bad prototype teaches you something, the only prototype that fails is the one you didn't do.

6, interns are treated as employees, and new students and graduates are joined to test the prototype team. Give those inexperienced people a chance to get into the industry and it's not too risky for your business.

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