For our project, we are going to start playtesting in the coming week. I read a chapter of our book on playtesting, but didn't feel that it helped me understand it. Playtesting is a very important of the creation of a game. I wanted to prepared to start playtesting, so I decided to research some more.
Playtesting is how you test a game before you release it. Playtesting is very common in the game industry. Game designer playtest at different stages in the design process. According to Technopedia, the different playtestings that occur are gross, in-house, blind, and final playtesting. I learned some do’s and don’ts of running playtests on League of GameMakers. To be successful in your playtest, you should be very clear about your game, including the development stage, mechanics, and theme. You should be patient and polite, while also being respectful of time. According to the League Of GameMakers, you can change rules and revive the game while they are playtesting. Things you shouldn’t do while running a playtest are very simple. You shouldn’t be defensive when you get feedback or ask biased questions. When running a playtest, you shouldn’t take up space that the playtesters could be using. One thing that keeps the players from being overwhelmed is that you don't give them all the rules at the time. Quick things to remember:
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So we are working on a project in which we create a board game. My job is the 3D artist. So I have to create some of the pieces for the game and create a prototype. Ideally the whole game is a prototype, but I think my sketches are a mini prototype. Prototyping is very important for any career in which you have a product that is to be produced. I think this part of the project caught my attention because different people may have different ideas of what counts as a prototype. I was searching the web for a definition of a prototyping, and found an article on the Interaction Design Foundation’s website called Prototyping. According to the article, prototyping is a crucial part of design and is a representation of a problem where people can participate in it. I learned more in depth information on prototyping from an article on Uxpin. I learned that prototypes have four main qualities. The qualities are precision, evolution, interactivity, and representation. Some people believe that prototyping only needs to be done a couple of times at the end of the process, but that is not accurate. You shouldn’t wait till the end. I learned about some of the advantages and disadvantages of different prototyping methodologies. Some of the advantages to paper prototyping are that it's fast and inexpensive. That can be very useful if you don’t have a lot of money or time. A disadvantages can be that it doesn’t give you that gut reaction which is needed for a successful design. Another kind of prototyping is not on paper but digital. An advantage is it’s fast, but a disadvantage is that it you may have to learn the software you're using to make it. The last prototyping method is HTML, which has a low cost. The disadvantage is it doesn’t give you the creativity aspect that paper and digital give you. Things about prototyping:
Works Cited “What Is a Prototype: A Guide to Functional UX.” Studio by UXPin, 1 Feb. 2017, www.uxpin.com/studio/blog/what-is-a-prototype-a-guide-to-functional-ux/. “What Is Prototyping?” The Interaction Design Foundation, www.interaction-design.org/literature/topics/prototyping. |
AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
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