GAM 382: Serious Games
Project 3: Paper Prototype
Due Thursday, May 14, 1:30PM in class
Objectives
Create a paper prototype of your initial game concept, and playtest
it.
Introduction
Paper prototyping is a great method for getting quick testing
feedback during early stages of game design. It has all these
advantages, and maybe more:
- Get a quick sanity check on game concept, playability.
- Get useful feedback with little required investment in terms of
programming and art creation.
- Get feedback before early (lame?) ideas have too much momentum,
investment.
- Allow flexible testing of alternate ideas (since it's easy to
create the alternate versions).
In this project, you'll create a paper prototype for your initial
game design and then playtest it in class. Here are some links to
videos showing use of paper prototypes:
And some related articles:
This is a group project.
What you will do
- First, determine what aspect of the game you will test. It
doesn't have to be the whole game, but it should be capture the core
game mechanic. If you have different mini-games, you should
prepare segments of each one.
- Create paper versions of the background and any
important/relevant objects. Don't try to make them fancy. They
just have to be (barely) recognizable. If you agree on the scale of
the prototype beforehand, you should be able to share the work of
making the objects. (Hint: some good materials to use are different
types of post-its, and segments of transparency film for things that
move around over the screen.)
- Select one or two team members who will be the "computer",
switching out parts and moving them around.
- Do at least one dry run to get a feeling for the interaction and
see if you're missing any important parts.
- What questions do you want to have answered by the playtesting.
Consider making logsheets for the non-computer group members to use
during the playtests, so they can quickly record critical info.
- Bring this all to class on Thursday for playtesting with people
from the other group.
What you will hand in
Within a week from the time of the in-class paper prototype playtest,
you should submit a follow-up report that describes the results of
your playtest. This report should include the following information:
- Introduction: A brief statement of your project learning objectives.
- Prototype: A description of your prototype. What aspects of the game were
and were not included in the playtest? What components were
included in the paper prototype? How was the test run?
- Results: An analysis of what you learned from the test. What parts of
the game worked well? What did not work well? How will you change
your game design based on the results of the test? What concerns do
you still have about your game that may require further playtesting?
- Conclusions: Your final thoughts about what the
playtesting told you, how you could improve the process next time,
and testing with paper prototypes in general.
Last modified: Tue May 19 12:49:03 CDT 2009