Latest News
spacer View All spacer
 
February 9, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
THQ
Animator - Motion Builder (contract)
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Feature: 'The Siren Song of the Paper Cutter: Tips and Tricks from the Trenches of Paper Prototyping'
by Quang Hong
0 comments
Share RSS
 
 
September 13, 2005
 
Feature: 'The Siren Song of the Paper Cutter: Tips and Tricks from the Trenches of Paper Prototyping'
Advertisement
In today's main Gamasutra feature, Tyler Sigman relates a small collection of his learned experiences from the paper prototyping process; it's a mix of tips, advice, and also a modicum of philosophy regarding the benefits of paper prototyping to assist with digital game design.

In this excerpt, he explains the biggest reason for using paper prototyping:

"If you read nothing else in this article, understand that paper prototyping can save your project TIME and MONEY. I hardly need to wax poetic on the inestimable value of these two little guys, other than to say that they are the two items that can never be obtained in satisfactory quantities. (Unless perhaps you are Blizzard?)

The reason paper prototyping can save time and money is because you are able to start examining the gameplay of your game well in advance of large-scale coding and art asset production. You can do a creative and functional “check-up” to see if you are on the right track. If you are, great. If you aren't, then you can initiate needed design changes without having to scrap hundreds of man-hours of programmer and artist labor.

You can also find dreaded “problems.” Any problems in design cascade to the rest of the team. For sake of analogy, let's say programmers and artists are the large and small intestines. If so, then design problems are chicken with salmonella sauce. You get the TechnicolorTM picture.

Saving time and money is alone reason enough to prototype. My job done, I'm tempted to stop writing this section and go get some refreshments. But really, the fruity goodness doesn't stop with point number 1, as points 2 through 6 below will illustrate."


You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).
 
   
 
Comments

none
 
Comment:
 


Submit Comment