Applying the knowledge gained from the course on Game Design, this course focuses on game prototyping and starts by answering numerous "wopen" questions on the subject. In this lesson you will learn what a game prototype actually is, whey they're important, who is responsible for creating them and when in the production cycle they are made. You'll learn the secrets of human RAM (random access -- or 'short term' -- memory) in game design and then dive right in to physical (analog) game prototyping as we exam and mod a simple gaming classic, Battleship.
Finally, we'll look at the proper timing for preparing a game's prototype, what a 'prototyping deal' in the game industry is, and then take a brief look at our digital (computer) game prototyping tool, Game Maker, that we'll be firing up starting on Week 4 of this class.
The link below is the homework assignment due at the beginning of the next class session.
Homework: Week 1
These links feature the supplemental material that you are responsible for knowing before the first exam (that takes place at the beginning of Week 4). Be sure to click on every link in this section!
Article: The Paper Chase: Saving Money via Paper Prototyping by John Henderson
Giles Schildt, recently departed as director of game development at Austin-based Steve Jackson Games, publisher of games and rulesets such as GURPS and Munchkin, took the podium at Austin Community College to explain why prototyping is important and how it can be done using basic, low-tech, old-school methods.
Article: Prototype Readings by various game design teams
These brief "post mortems" of various games address the issue of game prototyping in regards to what worked (or didn't) in the game development process. This is essential reading to help you assess the value of game prototyping as it applies to today's computer and video games.
These supplemental links are worth pursuing only if you wish to really learn the subject matter of game design in the broadest possible sense. This material will not be directly included in the exams, but if you're serious about being a game designer and delving deeply into the subject of game design art, craft, and science, here's some more lessons from others who have also "been there."
Article: Project Prototyping Game Developer Conference archives
This discussion summary is also a good lesson summary for this week. This overview indicates some surprise that prototyping is a concept that is unfamiliar to so many in the game industry.
Extra Copies: "Classic" Battleship Game Maps
Here's your chance to print out some extra maps and keep modding this game. As you noticed in class, it's a more compelling title than you remembered!
Bibliography: Week 1