Archive for the '4. Iterative Design' Category

06
Dec
09

Of Apes and Men

Let’s take a look at an approach to creating a successful Triple-A game.

1.Write Design Document
2.Give Design Document to Coder
3.Triple-A Success

It didn’t work out for you like that? Don’t worry, it didn’t for most of those Triple-A studios out there, either.
So how did they do it, if creating a great game from scratch is so difficult? Well, creating Man from a puddle of proteins is even more difficult, yet somehow Evolution happened. The secret sauce is “Iteration”.
Continue reading ‘Of Apes and Men’

05
Dec
09

Darwin & Darwinia

It was a long way from our not so smart ancestors to us – the super smart uber-brainers. This evolution is attributed to iterative design. Trying to avoid extinction, our ancestors refined themselves step by step. And that’s how complex systems should be designed today. Continue reading ‘Darwin & Darwinia’

03
Dec
09

Creative iteration

I was going to write about how to iterate effectively, but then I realized how boring my post actually was. So I started thinking “how can I be creative about this subject” and boom there it was; How to iterate on creativity. Now this might be somewhat “out there”, but just let go for a while!

Let’s say I’m working on an action game and start designing a combat system for it. But I need it to be something new and different! How do I go about it? Could iteration be applied?

I personally find it very hard to just come up with something unique out of thin air; I usually need a basic design to start from. So before this first design for something “creative” I try to look at other games, or possibly other media, to see what they are doing and then I try to do it differently. However, I also need to make sure that what I end up doing really is creative.

So once I have my design, I take a step back and compare it with other games. Was I really being creative or just ripping something off? I find that I quite often apply designs from games that I like unconsciously, and there’s nothing wrong with that except if the design that I “stole” is the bread and butter of my own supposedly unique design. But most important, I ask for feedback from other people on how creative and unique they find my design to be.

So I take another swing at it and go through the same process again. I think one important point to make here is that you should iterate on the creativity first and then the actual design. What I mean is that you should separate the process of trying to make something unique from trying to make something that works. Making something that works should take priority in the end and therefore should be able to override creative decision in later iterations. Going the other way around doesn’t really make sense and you could end up with a broken game.

Regardless of that last point, this is iterating on creativity wouldn’t you agree? What kind of process do you use?

01
Dec
09

I think most of us nod our heads in eagerness to fill the mold of a good designer.

The general consensus among developers is that working by iterations is good. I think most of us nod our heads in eagerness to fill the mold of a good designer.

The iteration production process is a way of tackling the issues of not really knowing the problems the team will face during production. In other words making to rigid decisions early on in the project can be difficult as we have little knowledge about the problems we are going to face later on. Therefore we: Idea, make, test, and re-make. On paper this sounds fair and easy, but is it really? And what does it all really entail?

This article is a list of slightly ironic questions we face when working iteratively. The list is somewhat personal and unscientific; it is a compilation of problems I often ram my head against. I will not try to answer these questions. Instead I hope raising the questions will get your head juices flowing.

Continue reading ‘I think most of us nod our heads in eagerness to fill the mold of a good designer.’

27
Nov
09

It’ll take time, so spend it wisely

Just about all developers work by iterating in one way or another.

The biggest problem isn’t that you have to change things that are already done, or even throw it away. The biggest issue is that it takes time, and time is pretty much always more precious than money. That’s why the designer can save a lot of time by iterating in the pre-development phase, so he doesn’t waste the whole team’s time.

Continue reading ‘It’ll take time, so spend it wisely’

25
Nov
09

i am a bad game designer

I have my problems with iterative design. Personally, iterative design is the way to go for me. Professionally it’s my biggest enemy.

Continue reading ‘i am a bad game designer’

23
Nov
09

Iterative Design

The next topic is about the iterative design process.

 

The first post will be up by Wednesday, 11.25.09




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