Game Development Reference
In-Depth Information
In contrast, a low-fidelity prototype is quicker to build and does not need to resemble
the end product as closely. A low-fidelity prototype typically uses a different tech-
nology from that used in the end product. You might use a 2D Flash game to
prototype a 3D console game, or you could even use PowerPoint to create an inter-
active storyboard for a game. Developers build low-fidelity prototypes to test ideas
quickly, and these prototypes tend to be focused on one particular aspect of the game.
Developers also create a vertical slice of the intended product with their prototype.
The term comes from a visual representation of a software project, as shown in
Figure 1.4 . A vertical slice is a prototype that includes all the elements (code, art,
audio, and anything else) required to implement one or a small number of features
of a game. Vertical slices are useful for testing the moment-by-moment gameplay
of a game and to give people an impression of your game while not showing the
complete product. A horizontal slice is a prototype that includes all the parts of some
aspect of the game but none of the others. For example, a horizontal slice might
include a complete user interface but no functioning mechanics.
FIGURe 1.4
vertical and horizontal slices
of a game project
Software Prototyping
If you want to get a sense of how your video game will feel to your players, the best
way is to create a software prototype that approximates your designs, as quickly
as possible. To speed the prototyping process, it sometimes is a good idea to use
 
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