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Rapid Prototyping Secrets for Better Games, with Bernard François

46:33
 
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Manage episode 277330580 series 1431233
Контент предоставлен Jordan Blackman. Весь контент подкастов, включая эпизоды, графику и описания подкастов, загружается и предоставляется непосредственно компанией Jordan Blackman или ее партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

In this episode:

Jordan interviews Bernard François, founder of Preview Labs, a company that specializes in rapid prototyping for video games. They have created prototypes for Amazon, Wargaming, Unity, Disney Imagineering, Google R&D, and more. Bernard shares expert insights into the world of prototyping, offering practical advice on how to build prototypes that are efficient, effective, and serve as a foundation for innovative game development.

Topics covered:

  • Bernard’s journey from programmer to founding Preview Labs
  • The key differences between prototypes, MVPs, vertical slices, and grey boxing
  • The difference between internal prototypes and prototypes for a pitch
  • How to set up an effective prototype and key variables to consider
  • Common prototyping mistakes and how to avoid them
  • The importance of functional graphics in prototypes
  • Knowing when to stop the prototyping process and move forward with production

For more game industry tips:


Timestamps:

[02:53] Bernard’s background and how Preview Labs began

[04:11] Bernard’s journey to becoming a prototyping expert

[06:53] The formation of Preview Labs and its early success

[09:44] Defining a prototype’s vision and key mechanics

[11:58] The importance of keeping prototypes simple

[13:21] Prototyping for pitches versus internal prototyping

[17:35] Feature creep and the importance of scope

[19:53] How to make use of variables and iterations in prototypes

[23:03] The value of functional graphics over grey boxing

[28:52] When to stop prototyping and move into production

[34:20] Common pitfalls in prototyping and how to avoid them


Resources & media mentioned in this episode:

Connect with Bernard François:


Learn more about Preview Labs:


Games & companies mentioned:

  • Amazon
  • Google R&D
  • Unity
  • Disney Imagineering
  • XCOM 2 (Firaxis Games)
  • God of War (Santa Monica Studio)
  • Fortnite (Epic Games)
  • Bejeweled (PopCap Games)
  • The Waiting Game (ProPublica)

  continue reading

39 эпизодов

Artwork
iconПоделиться
 
Manage episode 277330580 series 1431233
Контент предоставлен Jordan Blackman. Весь контент подкастов, включая эпизоды, графику и описания подкастов, загружается и предоставляется непосредственно компанией Jordan Blackman или ее партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

In this episode:

Jordan interviews Bernard François, founder of Preview Labs, a company that specializes in rapid prototyping for video games. They have created prototypes for Amazon, Wargaming, Unity, Disney Imagineering, Google R&D, and more. Bernard shares expert insights into the world of prototyping, offering practical advice on how to build prototypes that are efficient, effective, and serve as a foundation for innovative game development.

Topics covered:

  • Bernard’s journey from programmer to founding Preview Labs
  • The key differences between prototypes, MVPs, vertical slices, and grey boxing
  • The difference between internal prototypes and prototypes for a pitch
  • How to set up an effective prototype and key variables to consider
  • Common prototyping mistakes and how to avoid them
  • The importance of functional graphics in prototypes
  • Knowing when to stop the prototyping process and move forward with production

For more game industry tips:


Timestamps:

[02:53] Bernard’s background and how Preview Labs began

[04:11] Bernard’s journey to becoming a prototyping expert

[06:53] The formation of Preview Labs and its early success

[09:44] Defining a prototype’s vision and key mechanics

[11:58] The importance of keeping prototypes simple

[13:21] Prototyping for pitches versus internal prototyping

[17:35] Feature creep and the importance of scope

[19:53] How to make use of variables and iterations in prototypes

[23:03] The value of functional graphics over grey boxing

[28:52] When to stop prototyping and move into production

[34:20] Common pitfalls in prototyping and how to avoid them


Resources & media mentioned in this episode:

Connect with Bernard François:


Learn more about Preview Labs:


Games & companies mentioned:

  • Amazon
  • Google R&D
  • Unity
  • Disney Imagineering
  • XCOM 2 (Firaxis Games)
  • God of War (Santa Monica Studio)
  • Fortnite (Epic Games)
  • Bejeweled (PopCap Games)
  • The Waiting Game (ProPublica)

  continue reading

39 эпизодов

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