Prototyping
Prototyping means putting together a working version of your game’s essential elements in order to convey an instant of fun. A good one allows you to determine whether or not your game will be fun.

Ultimate Hammer Prototype by Cool Lava Games
As you can see in the examples below, prototypes don’t need to be pretty. Your own prototype will be simpler. From your concept document, you’ll be choosing at least one key element of gameplay and programming it. Keep an open mind at this stage. Don’t be afraid to tweak, change things, or even change directions if your prototype doesn’t work very well -– often you will learn a lot from prototyping so that the next time around, making your game will go much more smoothly.
Prototypes of classic games:
- Little Big Planet
- Yoshi’s Story
- Eight Legendary Prototype Versions of 4 Famous Video Games
- Six Baffling Early Prototypes of Your Favorite Video Games
- This Is What Persona 3 Looked Like During Its Prototype Stage
- Making Tearaway
If you want to learn more about good prototyping practices read Chris Hecker’s Advanced Prototyping and Prototyping, You’re (Probably) Doing it Wrong.
Meet Up
Come out to the meetups to work on your game and support other first-time game makers. Feel free to bring a friend or, if you’re an already established game maker, encourage & support others. See you there!
Where: Notman House (51 Sherbroooke Ouest)
When: Sunday, Jan. 19th, from 2 to 5pm
Bring: Your laptop + game ideas (there will be internet)
Facebook event: https://www.facebook.com/events/1431546927081806/
Homework
This week participants received custom homework assignments based on their completed concept document. If you have a completed concept document send it our way (info@pixelles.ca) and we’ll give you personalized homework.
Not done? Don’t really want to share your concept doc? That’s okay. Pick one key action that is the most important element of your game and program it! Don’t worry about everything looking pretty. The point here to test that one key piece of game play, tweak, and perfect the fun.
For example: if your game is a platformer, create some platforms and make sure your character is able to jump onto or over them. Or if your game is visual novel, create several choices which lead to different reactions.