Prototyping into Production - Technical and Creative Convergence
summary
Prototyping answers specific questions — not “is it fun” but “does this camera work with this mechanic” — by building quick playable experiments in unreal, running daily playtests, and iterating on a visible prototype post-it board. Prototypes are evaluated by stakeholder engagement and analytics, so fidelity matters: graybox speeds iteration but higher visual polish increases emotional buy-in. Teams must accept frequent throwaway work, empower everyone to fix problems, and treat each decision as “right for right now” while collecting UX lab data to validate pivots.
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chapters (26)
- 0:00Introduction
- 1:35Context
- 3:35Projects
- 5:08Game Development
- 7:52My experience
- 9:40Communicating design
- 13:14Prototyping
- 14:58Prototyping at Wargaming
- 16:50What is Prototyping
- 19:03Deans Story
- 21:02Prototyping is not Development
- 23:42Visual fidelity of prototypes
- 25:52Greybox
- 30:16Aesthetics
- 35:51Process of Prototyping
- 37:58Take Risk
- 39:25Team Approach to Creativity
- 41:45The Dangers of Investing in Passion
- 43:05Play Testing
- 44:56The Cycle
- 45:46Pitfalls
- 48:30Worst testers
- 49:27UX labs
- 50:30Start in the game
- 51:29Whats next
- 53:00WG Sydney
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