Full notes on Matteo’s talk can be found here.
To begin, below is the key point that I will be reflecting on from Matteo’s talk:
One of my favourite processes in games design is creating unique prototypes. Personally, I find it much easier to express my ideas and thoughts to others using visual examples. I’d like to develop my mock-up skills and rate of production, after discovering that Matteo generated roughly seventy prototypes of Daybreak, his current board game project about climate change, in the space of a year.
I find it useful that there are numerous ways to prototype, and there is no clear-cut method for creation. This provides plenty of opportunities to experiment and learn using various tools. It is important to find methods that work best for you, and what you want to portray. During my 2+ years as a design student, I have tried a handful of prototyping approaches. Some of my favourites include paper, animating, and storyboarding.
Below are some examples.
Animation
Drawing
Storyboarding
Paper UI Mock-up
Some other techniques include:
Lego
Physical Models
Role-Playing
Diagrams/Flowcharts
3D Modelling Software
2D Modelling Software
Wireframing
In future, I would like to learn more complex prototyping methods such as playable Unity mock-ups, to capture a more detailed expression of my ideas.
Matteo emphasises the benefits of documenting everything you create. All the examples above can be found in my blogs where I evaluate them and I can refer to them whenever needed. Evidence can be collected in the form of ‘screenshots, pictures, and videos’. When working in the industry, having an abundance of data to show people, such as team members or clients, demonstrates that you are passionate about what you are working on, and are genuinely interested in developing a product to the highest possible standard. Additionally, it makes the entire design process flow smoothly and avoids major misunderstandings between you and others. Knowing this, it is good practice to get into the habit of doing it now. The earlier I learn to consistently save and record drafts, whether they are good or bad, the quicker it will become second nature.
Though it is one thing to produce prototypes, it’s another to test and iterate them. Matteo highlights the significance of ‘external/internal/online/offline’ playtesting, and how this can be used to further support the production of your game. During his visit, he showed us the latest version of Daybreak, and asked us for our thoughts and suggestions. He provided a playable link which we could easily access using our own laptops. This is also something I’d like to keep in mind for the future. Having prototypes that are readily accessible for others to get to without any hassle makes them more willing and open to playtesting. I’m currently yet to test many of my prototypes for my final year project. Using Matteo’s advice, for the handful that I have made so far, I aim to send them to a diverse audience, people who know about my game idea and those who have no knowledge of it. I will ask them to take videos of themselves playing or record them myself. This will give me clear, real-time responses and any issues can be highlighted from the players’ perspective. Furthermore, facial expressions are usually clear giveaways of honest opinions, whether the user is excited or bored, for instance.
For my own practice, during my third presentation where I set out my three game ideas to the class, I got very positive reactions from the pet simulator prototype that I made using a combination of Scratch, Premier Pro, and Photoshop (featured above in the examples).
For my own practice, during my third presentation where I set out my three game ideas to the class, I received very positive reactions from the pet simulator prototype that I made using a combination of Scratch, Premier Pro, and Photoshop (featured above in the examples).
Screenshots of feedback
Just like Matteo stressed, I was able to get a better idea of what I could develop further based on the feedback given. It seemed that the audience was a fan of the dinosaur avatar I chose. After some interrogation, I learned that the cute, funny appearance of the character was very appealing. With this information, I was able to develop initial rough sketches of pets with these qualities for later versions of my game.
Initial sketches based on positive prototype feedback
Overall, prototyping is extremely beneficial and has provided me with support and direction on where to take my idea next. Matteo’s points have been impactful, and I intend to continue adopting his advice for my own project, as well as into the future when I start working within the industry.