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Kirill Shabordin, Social Quantum

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July 18, 2018
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Kirill Shabordin, Social Quantum

Prototyping vs. Proof of Concept in Game Development - Kirill Shabordin, CTO, Social Quantum

White Nights Conference St. Petersburg 2018
The official conference website — https://wnconf.com

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July 18, 2018
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Transcript

  1. A Contrario Reasoning • process of trials and errors •

    evolution prototyping (iterative development) • MVP • concurrent content pipeline • features' fountain method • warehouse of ideas • bad processes … are NOT prototyping! Things like ...
  2. A Thought Experiment • we are limited by your imagination

    • not all ideas are self-evident • the absolute evidence is very complicated • all people are different (o’rly?) • unfortunately, we sell fun, not yogurt • that's the spirit, sweetheart • we need common language
  3. What Is ‘Faaaast’? • we have to be predictable •

    ‘fast prototype’ is redundant statement • prototype should not take more than… • …and more rapidly • …even faster and faster
  4. Bad, Good and Ugly • costs of BAD and GOOD

    implementation are the same • UGLY is not BAD • BAD implementation is not helpful • UGLY is eventual GOOD, BAD is BAD Interlude: Manager Big Mistake Number One
  5. Proto Zen • It demonstrates only one aspect of product

    • It is headed directly for the trash bin • It has a decision-making target person • It has an idea-based indirect language • It has specific development tools
  6. Show Me More • art UI - skinned screencast •

    dev UI - FSM scenario w/o draw • gameplay - input with B3 cubes • balance - table with playable script • level - standard assets with POI’s logic • logic - paper card combinators (ex)
  7. Time != Quality • task time = stack overflow time

    + implementation • mature developer is often stack overflow author • google time is a very expensive • reusing is the way to quality Interlude: Manager Big Mistake Number Two
  8. What Is Proof? • technology is the fuel of fun

    • show me that your guys have the skills • prove to me that it is possible • we need exploration before the battle • measure thrice and cut once.
  9. Show Me More • could we afford to develop multiplayer

    game? • is it possible to create our next game in VR? • what about 30fps in phones for our game? • blockchain? • proof of Fermat’s Last Theorem
  10. Sanity (Proof) • we really need to understand our tech

    base • we wish to take advantage of our solutions • proof is PREprocess, proto is process • no crime - no evidence
  11. Sanity (Proto) • there’s no reason for not using prototyping

    • don’t get in ‘evolution proto’ catch • use proper tools (Unity by example) • nothing more than demonstrate ideas • never use a prototype implementation • do more prototypes, check more aspects • don’t call bad code a prototype • be quick but don't be so quick to give up.
  12. Handbook • GDD is myth • prototype is better than

    words • proof you skills and tech basis • one aspect - one prototype • use good paradigms and prototyping together • reduce googling time, find mature developers • collect best practices and use right tools