Quick And Rough Thoughts on Game Prototyping

Animators use quick rough sketches of key poses. Artists use thumbnails. Successful comedians practice their jokes with a smaller audience first. The equivalent of quickly testing your ideas in games is prototyping. Here are my thoughts on the process.

Forget About Your Game Idea, Start Prototyping First

Recently, I’m discovering new methods of doing things that differ from how I used to do them. I used to worry about having the right idea first, then once I had the idea I’d move onto paper design, before going through the usual process of prototyping it.

These days I jump past the idea and paper design stage and start prototyping right away. I find, I’m able to get results faster because what I’m able to accomplish in the game engine more resembles what the final outcome will be. My paper plans and designs tended to be too ambitious and were difficult to complete in-game.

I find that as I’m building the initial code base and I’m able to actually see and interact with things on screen, I’m able to visualize things better. This often leads to fun little design surprises that emerge as well as additional ideas which I can just tag on and keep as part of my design or keep for later use on different projects.

Lay Down The Foundation

So instead of having one defined idea before prototyping I start with a list of specific questions or challenges that I’d like to see tested. I keep a running list of possible game mechanics I’d like to implement. This list is generated through quick brainstorming sessions, observations based on real-life interactions,  and notes generated by playing games and looking for cool fun challenges to explore. (that’s cool, lets see if I can do that). Then proceed and try to get something similar in the game engine (Unity3D at the moment)

My idea at this time is that if I can prototype a collection of different game mechanics which play and feel good on their own. Add extra variation to it as I’m building it. Then mix, match and combine different game mechanics together. I’ll be able to create something that is fun and a solid starting base I can build on.

Hack It While You Can

I don’t consider myself a natural programmer and anything with programming is pretty much self-taught. So a lot of what I do is hack. It’s not pretty, but it accomplishes few things. It enables me to test mechanics quickly and have others to provide initial feedback soon after starting. I’m aware that as time goes on and the design solidifies I’ll have to come back and improve the code, but its something I deliberately keep rough during the prototyping stage.

Another thing I don’t spend too much time on initially is my art assets. Since using final assets will slow me down. I use basic primitives such as cubes, spheres and cylinders to get me as far as possible in proving or solving a specific problem or challenge. I would never commit to modelling, texturing or animating a full character until I was completely sure how it worked based on initial in-engine tests.

So in that context, a character becomes a box, an environment becomes 4 scaled boxes. Enemy might be a red box and a collectable pickup might be a yellow box. Whatever works to prove or disprove a concept is fine at this stage. I’ve been through the process enough times to trust that the final art with time will improve and if enough time is spend on it, it will reach its visual target. At this stage, the quality of my assets is not important.

Keep The Momentum Going

Keeping things rough does one thing that I think is important, it keeps the momentum going. One thing I try to do is move from one problem to another quite fast during the prototyping session. If there is a problem that I think I’m spending too much time on. I try to leave it behind and move on to another one.

Oftentimes a little time away from a problem could work wonders and a solution often comes when you least expect it. The worst thing for me during prototyping is getting frustrated by getting stuck on one particular problem and loosing the momentum.

One thing to be careful of is to not get too attached to what you’re doing at the prototyping stage. If something doesn’t work. Or you think it will require too many resources to complete, don’t be afraid to drop it and move to another challenge.

Prototyping As An On-Going Process

As I’m moving forward I’m trying not to think of prototyping as a one off thing before a game project but more like an ongoing practice. Building up a collection of game mechanics ranging from very basic to more complex in a rough, quick form I think has value. As I build this collection up I’m thinking more long term, a reservoir of resources which I can tap into in future projects or as needed.