~/talk

When to Prototype and Why

links:none on file
slides:none on file

Always make a focused prototype when the team hasn't built the core before, with one clear question (fun, tech or retention) and measurable OKRs — e.g. objective: players reach level 20, key result: 50% hit level 20. Use quick Unity builds, Figma for UX, cheap Unity Store assets for art, and test UA/CPI by releasing on Play Store under a different account. Timebox development, ship a complete loop, accept throwaway/bad code, then kill it with fire and move on; keep objective = fun.

AI-written summary · about

  1. 0:00Prototyping in game dev
  2. 1:11Prototype anxiety challenges
  3. 2:59Prototype audience and objectives
  4. 4:50Validating with player feedback
  5. 6:37Killing prototypes after use
  6. 8:25Choosing prototyping tools
  7. 10:07Simplicity in prototype design
  8. 11:10Prototyping in game dev process
  9. 12:59Effective prototyping principles
  10. 14:28Balancing polish and effort
  11. 15:55Releasing to test audiences
  12. 17:19Idea to prototype creation
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.