O prototypování a o tom, jak za týden vznikla Tower of Goo

Poznámky z článku:

Brainstorming nefunguje na vznik novych veci (hej vsichni, ve stredu od 4 do 5 budeme kreativni), ale funguje se syncnout na problemu a kontextu, a nechat si to individualne prolezet v hlave. A funguje na ‘jak vyresit tenhle problem’.

Surprisingly, we found that there was no correlation between time spent in development and how successful the game ultimately turned out.

As an alternative to brainstorming, we found that gathering art and music with some personal significance was particularly fruitful.

We discovered quite accidentally that the games with the greatest replay value were the ones that had some sort of creation or customization aspect.

“Experimental” Does Not Mean “Complex”

Make it Juicy! “Juice” was our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do — tons of cascading action and response for minimal user input.