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Making Better Games Through Iteration
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Making Better Games Through Iteration

October 15, 2009 Article Start Previous Page 4 of 5 Next

After identifying an issue through test interoperation, a solution was proposed and recorded using a issue tracking software. This was then integrated in to the next build, and again the new build was tested.

The final revision of the B-Boy Brawl button-orientated design. Features a score, a multiplier bar and flashy particle effects.

This process evolved and became more refined over the course of the prototype development and was later utilized to shape and improve content, leading to a product which is enjoyable and intuitive.

The understanding of these processes has led me to consider our actions, break them down and formalize a design methodology to allow others to translate good ideas in to great experiences within limited budgets and timeframes.

A Formalization of the Iterative Design Development Methodology

This methodology is offered as a framework for a more complete, refined and inclusive process and is created using the collective experience and work ideologies of the members of Mobile Pie, as well as generalizations of Agile methodologies. It is not to be considered as a definitive approach to video game design.

This design approach is driven very much by the product itself, as opposed to a strict envisioning of the product; therefore the role of the designer becomes quite concrete. This unique fact makes it perfect for small teams of multidiscipline staff, such as boutique independent studios or student teams, working without external pressure, in short timeframes, to realize products.

The below diagram shows the phases of Iterative Design Development.

The various phases of Iterative Design Development.

The process begins with a unique high-level concept which is then discussed between the team members with the intention of outlining the functionality of a prototype. The team then works in close proximity to realize the initial prototype, ideally on the target platform with the target technology.

It is recommended that documentation is kept to a minimum and instead the prototype is built very rapidly by verbal communication between the team, with an even split of creative and technical skill sets having input. Of course, this relies on the team members being committed, reliable and democratic.

Article Start Previous Page 4 of 5 Next

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