~/talk

Prototyping into Production - Technical and Creative Convergence

Talkat GCAP 2019 · 2019-10-07..10-09· [frontend-architecture]
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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 1:35Context
  3. 3:35Projects
  4. 5:08Game Development
  5. 7:52My experience
  6. 9:40Communicating design
  7. 13:14Prototyping
  8. 14:58Prototyping at Wargaming
  9. 16:50What is Prototyping
  10. 19:03Deans Story
  11. 21:02Prototyping is not Development
  12. 23:42Visual fidelity of prototypes
  13. 25:52Greybox
  14. 30:16Aesthetics
  15. 35:51Process of Prototyping
  16. 37:58Take Risk
  17. 39:25Team Approach to Creativity
  18. 41:45The Dangers of Investing in Passion
  19. 43:05Play Testing
  20. 44:56The Cycle
  21. 45:46Pitfalls
  22. 48:30Worst testers
  23. 49:27UX labs
  24. 50:30Start in the game
  25. 51:29Whats next
  26. 53:00WG Sydney
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