
Paper Prototyping Video Games
Generoso Fierro has just posted a set of podcasts on paper prototyping on the GAMBIT website. Since this seems to be something mysterious that new game developers frequently wonder about I figured it’d be worth reposting here. Disclaimer: I haven’t watched the videos yet, but Gene regularly puts together kick ass stuff so I’m guessing they’re pretty good.
Gene writes:
Have you ever wondered about the first stage of creating a video game? GAMBIT’s Technical Director Andrew Grant along with GAMBIT’s Lead Game Designer, Matthew Weise lead a group of three game designers (Kevin Laughlin, Alexis Brownell and Sophia Foster-Dimino) through the paper prototyping stage of videogame development. Video Produced by Generoso Fierro, Music and Editing by Garrett Beazley.
PART ONE: Andrew and Matthew present our game designers with a concept for a game. Here begins the process of creating the gameplay! Our designers use markers on paper, blocks, string and a host of other tools to make the game a reality.
PART TWO: Our game designers have decided to abandon the “paper” stage of development and go right for the whiteboard to hash out their game.
PART THREE: Design Consultant Tim Stellmach comes by to play and review the prototype the designers have come up with based on the game concept.
If you like these videos be sure to check out episode 2. Cool Stuff!
May 24, 2010 | | Comments Off
Category: Random
Tags: Alexis, andrew, Brownell, Fierro, Foster-Dimino, GAMBIT, Gene, Generoso, Grant, Kevin, Laughlin, Matt, MIT, paper, podcast, prototype, prototyping, Sophia, Stellmach, Tech TV, Tim, Weise
Words of Wisdom: IGDA Webinar on Rapid Prototyping

If you can’t get enough of Eitan’s talks, you’re in luck! On January 27 at 12pm, Eitan will be presenting an IGDA Webinar on Rapid, Iterative Prototyping.
What do you do if you have no artist, no funding, and the design isn’t even complete? Prototype! In this webinar, Eitan will share some ideas for rapid, iterative prototyping, including how we used it in the development of Slam Bolt Scrappers. You’ll even get to see some of the super early builds we developed using this process. And of course there will be plenty of dinosaurs as well.
Unfortunately, Eitan will not be completing a Super Metroid speed run while giving this talk – but we promise to give you plenty of notice when that does happen.
January 7, 2010 | | Comments Off
Category: Words of Wisdom
Tags: dinosaur, Eitan, IGDA, prototype, prototyping, rapid, Slam Bolt Scrappers, Super Metroid
GAMBIT Prototyping Slides Available Here!
Today Sharat and I gave a talk at the Singapore MIT GAMBIT game lab on rapidly building video game prototypes. It’s something of a rip off of Ethan’s and my IGCE talk from last month but this has a stronger focus on development and how to make different types of prototypes. I suggest checking it out! For more info on prototyping you can also see my guest blog from last week on Sande Chen’s game design website.
June 15, 2009 | | Comments Off
Category: Words of Wisdom
Tags: Ethan, GAMBIT, how to, MIT, prototype, prototyping, Sharat
Words of Wisdom: Prototyping – Do it Quick + Dirty

Sande Chen recently asked me to a guest post for her monthly blog on game design. I was happy to help, and honestly a little bit flattered/stupefied that she would even ask me to help. Nevertheless I was happy to help, and I’ve copied the entire post below. It’s a bit of a how to on video game prototyping, with emphasis on getting shit done and why this is important. Enjoy!
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So you’ve got an idea for a game, but you’re missing an artist, you don’t have the design nailed down, you need to find funding, and you don’t know what platform you’re going to develop for, you’re not sure that the concept is even feasible, or you [insert development hurdle of your choice here]. How do you even start? With prototyping!
Prototyping is the process of making a small, crappy, slapped-together version that demonstrates certain key aspects of your final vision. It’s a great way to start making games since it is far less daunting, and during the process you’ll learn a lot about what you should actually do in the full version. Prototypes are throw away, but that’s a good thing since it’ll give you more freedom to experiment in ways you might not normally try.
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