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المحتوى المقدم من Jordan Blackman. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Jordan Blackman أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.
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Rapid Prototyping Secrets for Better Games, with Bernard François

46:33
 
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Manage episode 277330580 series 1431233
المحتوى المقدم من Jordan Blackman. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Jordan Blackman أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.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 حلقات

Artwork
iconمشاركة
 
Manage episode 277330580 series 1431233
المحتوى المقدم من Jordan Blackman. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Jordan Blackman أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.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 حلقات

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