Prototyping Print

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Finding the game quickly.

WHAT A PROTOTYPE IS FOR

Answering one question about whether something works.

WHAT IT IS NOT

The foundation of the final game.

WHY THAT DISTINCTION MATTERS

Prototype code written to be kept becomes slow to change, which defeats the purpose.

WHAT TO OPTIMISE FOR

Speed of iteration, not quality.

WHAT TO IGNORE

Architecture Performance Edge cases Visual quality

WHAT TO USE

Placeholder shapes and colours Free or temporary assets Hard-coded values

WHAT TO TIME-BOX

The prototype, to days rather than weeks.

WHAT QUESTION TO ASK AT THE END

Is this enjoyable, and would more of it be more enjoyable?

WHAT TO DO WITH A NEGATIVE ANSWER

Discard it, without regret.

WHY THAT IS DIFFICULT

Effort invested creates attachment, which is exactly what must be resisted.

WHAT TO KEEP FROM A PROTOTYPE

The knowledge, not the code.

WHAT VERTICAL SLICE MEANS

A small portion built to final quality, proving the whole is achievable.

WHEN TO BUILD ONE

After the prototype proves the mechanic, before committing to full production.


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