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Digital Prototyping

Physical prototypes provide game designers with the ability to test if their game idea is fun and feasible. However, if the final output of the game is to be digital a digital prototype will be required to fully test the mechanics of the game idea.

Productive Digital Prototying

The stages for developing a digital prototype are similar to that of creating a physical prototype. In the book The Art of Game Design: A Book of Lenses, author Jesse Schell lists several productive prototyping tips, three of which specifically apply to digital prototyping, these include:

  1. Pick a "Fast Loop" Game Engine: Prototyping is a fast process to quickly test and revise ideas before starting the development process. Choosing the right tools for digital prototypes can make all the difference in the turnaround time for a prototype. Certain types of programming languages and game engines provide libraries and resources that can make this process go much faster and provide more opportunities for feedback loops.
  2. It Doesn't Have to Be Interactive: Perhaps your game has the option for the player to mount different weapons to their ship. This feature is something that may require custom scripts and models for it to be implemented. During the prototype stage, this feature can easily be visualized through linear animatics or storyboards, allowing game designers to focus the prototype on the prioritized features, while still providing reference to other game features for evaluation.
  3. Seize Opportunities for More Loops: The prototyping phase of game production has very short turnaround times. However, game designers should never waste an opportunity to iterate upon a prototype if the opportunity should arise.

Types of Digital Protoypes

One of the first tips in prototyping is to Answer a Question. According to Eric Todd development director for the game Spore, there are four distinct areas to question, game mechanics, aesthetics, kinesthetics, and technology.

Prototyping Game Mechanics

Starting with the physical prototype and moving into the early digital prototypes the first question the game designer should be seeking answers to are in regards to the game mechanics.

Game Mechanics vs Core Mechanics

Often confused and used interchangeably game mechanics and core mechanics are two very different elements of a game. Game mechanics are the formal elements, predominantly the rules and procedures intended to produce enjoyable gameplay. Core mechanics on the other hand are the repetitive actions to achieve the goal, for example in a platformer game, the core mechanics would be running and jumping.

When developing a digital prototype remember Schell's tip on prioritizing features. There may be many rules and procedures that need to be implemented in the game, however, focus on prioritizing what game mechanics are required to get the main feature and general idea across. Think about what the core mechanics of the game is and start from there.

Prototyping Aesthetics

According to Todd, aesthetics are the look and feel of the game. Typically aesthetics is one of the last elements game designers should focus on during the prototyping stages. Digital prototyping is sometimes even referred to as grey-box prototyping because the majority of the visuals are represented by grey boxes.

However, if the overall style of the game, which includes everything from the art and audio to tone and feel, is one of the unique features of the game, it should be prioritized during the prototyping. When prototyping game aesthetics, Schell's tip "it doesn't have to be interactive" applies. Developing non-interactive assets to share with your playtesters is a great way to get feedback before spending too much time developing them for the prototype.

Aesthetics Prototypes

Aesthetic prototypes can be developed using the following methods:

  • Concept Art: sketches and color palettes of the characters, world objects, and environments that help to convey the look of the game.
  • Storyboards: are like a comic book version of game sequences to help illustrate user interaction, gameplay or game animations, cinematics, and/or cut scenes.
    • Sometimes storyboards start off as beat boards that highlight only pivotal points in the sequence
  • Animatics: take storyboards to the next level by taking the still images, and playing them in sequence, with limited animation and audio. Animatics are best for visualizing action and timing.
  • Digital Mockups: are animated linear sequences designed to demonstrate how an interactive element will work. These mockups are usually used to visualize user interfaces in the game.
  • Audio Drafts: sample sound clips and rifts to help establish the tone of the game.

Viewpoints VIEWPOINTS

Just as the aesthetics of the game is important the viewpoint in which the player sees and experiences the game world affects the gameplay.

Does the player experience the game through the eyes of the protagonist, such as in a first-person shooter? With a limited viewpoint, the player may choose the be very cautious while exploring certain areas of the game. On the other hand, if the player can see a larger area of the game world they can strategize their next move, such as in top-down strategy games, and potentially take more risks.

Common game viewpoints include:

  • Top-down
  • Side View
  • Isometric
  • First-Person
  • Third Person
  • Ominipresent

Interface Design

Earlier we mentioned digital mockups which are used to visualize user interfaces in the game. The aesthetics and organization of the game's interface can make a huge difference in how the player receives and uses in-game information.

Prototyping Kinesthetics

The term kinesthetics relates to tactile learning and is connected to the sense of touch. With kinesthetic prototypes, the game designer is asking questions about the physical feeling of playing the game. Are the controls responsive and intuitive? What about the interface?

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Because kinesthetics is about a physical feeling of actually playing the game, a digital prototype is the only method for testing this element.

You might be thinking running and jumping in one platformer can't be much different than another right? Wrong! The kinesthetic aspect of games is very dramatic. The Game Makers Toolkit on Youtube has an excellent video entitled Why Does Celeste Feel So Good to Play? In this commentary, they provide insight as to how this platformer jumper is so different from others and why these kinesthetic elements help enhance the gameplay.

Players often expect certain controls to function a certain way and for certain outcomes based on those controls. Kinesthetic prototypes help to test whether the game is meeting these specific player experience goals.

Prototyping Technology

Technology prototypes help game designers determine the best technology (hardware and software) for implementation in the game. These prototypes help to debug and test the feasibility of certain tools.

Perhaps your game idea uses hepatic feedback in VR, does the technology available provide the player experience the game designers envisioned? Is the technology within the budget the production to implement, or widespread enough for the target market to have access to? These are the types of questions a technology prototype seeks to answer.