prototyping

gamedev

Rapid Prototyping Fun

This Gamasutra article highlights some intriguing real world experiences in rapid prototyping: The project started in Spring 2005 with the goal of discovering and rapidly prototyping as many new forms of gameplay as possible. A team of four grad students, we locked ourselves in a room for a semester with

By Jeff Atwood ·
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prototyping

The Prototype Pitfall

Tim Weaver, channeling Robert Glass, on the five laws of prototypes: 1. The answer to any prototype / feasibility question is always yes 2. Whatever poor coding practices you use to build your prototype will be replicated in the final production version 3. No matter how poor the performance of the

By Jeff Atwood ·
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