Mostrando postagens com marcador iterative. Mostrar todas as postagens
Mostrando postagens com marcador iterative. Mostrar todas as postagens

segunda-feira, 16 de janeiro de 2017

Iterative design & games

Gaming creativity process, allow a myriad of methodological using possibilities. In the gaming projects that I participated, I frequently used the iterative design method. One first view about this methodological process comes from Zimmerman (2003, p.176), who says, ‘iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress’.



Complementing the previous idea, the process of iterative design for games, can be divided into few stages (FULLERTON et al, 2008, p.249): A) conceptual phase: consists of generating ideas, formalizing and testing them; B) pre-production: here the ideas are reviewed to evolve and be tested again; C) the production stage: the game is tested and revised with different groups of play testers to locate errors; D) phase of quality assurance: where the game is tested to be launched without errors.

We'll discuss more about these subject in a future post using some examples (indie games and triple A games) to clarify this idea. Until then, check out the video below about iterative design applied to games:



#GoGamers



References:

ZIMMERMAN, Eric. Play as Research: the Iterative Design Process. IN: Design Research: Methods and Perspectives, (2003): 176-184. (also available at last access: May, 2015).

FULLERTON, Tracy et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann, 2008.

segunda-feira, 14 de setembro de 2015

About "The Videogame Cultures Project: 7th Global Meeting"

The 7th edition of "Videogame Cultures and the Future of Interactive Entertainment" (Oxford, 2015) was awesome. There were epic days full of good people and good presentations about the ludic universe. I want to thank Daniel Riha and the other organizers for the chairman invitation. It was an honor to moderate the Player Behaviors' session. Thanks to all participants for the inspiring speeches and for the good company. Thanks Shauna Ashley, Alexia Bhéreur-Lagounaris, Vanessa Erat, Thomas Faller, Veit Frick, Thomas Hale, Declan Humpreys, Bradley James, Ewan Kirkland, Britanny Kuhn, Amanda Marie LeBlanc, David Mizzi, Simon Murphy, Dariusz Poczekalewicz, Daniel Riha, René Schallegger, Felix Schniz, Attila Szantner, Nick Webber, Kieran Wilson. Waiting anxiously for 2016! May the force be with you! #GoGamers

Some good pics from the conference below:







I want to share my paper presented in the meeting: Observing iterative design on the mobile indie game Dominaedro >> Click here for download.

terça-feira, 28 de julho de 2015

My approved proposal to "The Videogame Cultures Project: 7th Global Meeting" (Oxford, UK)

Observing iterative design on the mobile indie game Dominaedro

Author:
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/São Paulo, Brazil; vincevader@gmail.com)

Smartphones and tablets are leading sales of electronic devices around the world, and became a rich field to explore gaming initiatives. Mobile media created a ludic ecosystem in which large publishers and small studios coexist; the new ways of digital content distribution allowed a gaming market with big productions and indie experiments to live in the same platforms. In this scenario, we seek to analyze a development process involving an independent Brazilian mobile game named Dominaedro, launched by Ludofy Studio in 2014.

Our focus in this work will be to discuss iterative design – a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress. In this context, we understand iterative design as a methodological tool to create a game. We intend to observe this kind of developing process, giving emphasis to the analogical prototyping phase that gives us some feedbacks from the beta-testing players, like in a qualitative research. Finally, we present the importance of the iterative design to quality assurance in the digital version of the game.

Data collected through 20 beta testing sessions showed the importance of iterative process to improve a gaming experience and to facilitate the production of the digital product. Based on this content we will demonstrate the whole process of creating a mobile game – from the idea, passing through the prototypes, until the final version.

We conclude highlighting the current tendency to create indie games using accurate design methodologies to gain audience in a very competitive scenario, and how indie games could be a learning point for aspirational game designers and small publishers; we will also emphasize the importance of using digital social networks and specialized media to publish and support an independent game.

Keywords: entertainment, mobile, iterative process, Dominaedro, indie game, Brazil

terça-feira, 12 de maio de 2015

Thinking about iterative design

The idea of iterative design synthesized in a very didactic video. Check below:



My favorite subject of study today.

#GoGamers

quarta-feira, 8 de abril de 2015

More about iterative process

Iterative design for games is one of my favorites subjects.

One first view about this methodological process comes from Zimmerman (2003, p.176), who says, “Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress”.



Source: http://goo.gl/i1wTfu

Complementing the previous idea, the process of iterative design for games, according to Fullerton, Swain and Hoffman (2008 p. 249) can be divided into few stages: A) conceptual phase: consists of generating ideas, formalizing and testing them; B) pre-production: here the ideas are reviewed to evolve and be tested again; C) the production stage: the game is tested and revised with different groups of play testers to locate errors*; D) phase of quality assurance: where the game is tested to be launched without errors.

*It's essential in this process to revise the game with different groups of play testers to locate problems and searching a free-error product (Holopainen et al., 2010, p.1).



References:

Fullerton, T., Swain., C., Hoffman, S. Game design workshop: a playcentric approach to creating innovative games. Morgan Kaufmann Publishers, Burlington, 2008.

Holopainen, J., Nummenmaa, T., & Kuittinen, J. (2010). Modelling experimental game design. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (click here for download)

Zimmerman, E. (2003). Play as research: the iterative design process. Design Research: methods and perspectives, 176-184 (click here for download).

quarta-feira, 27 de agosto de 2014

Iterative design for games

One important point about games is the process for an error-free product. To achieve this challenge many studios/publishers uses the iterative design. Iterative design is a methodology based on constant testing of a particular product, game, interface etc. The iteration process consists of: prototype, test, analyze and refine the object to be created.

The process of iterative design for games, according to Fullerton, Swain and Hoffman (2008, p. 249) can be divided into few stages: A) conceptual phase: consists of generating ideas, formalizing and testing them; B) pre-production: here the ideas are reviewed to evolve and be tested again; C) the production stage: the game is tested and revised with different groups of play testers to locate errors; D) phase of quality assurance: where the game is tested to be launched with zero errors.

The image below synthesizes the main idea about iterative design and it’s a perfect reference to our gaming projects:





Reference:

FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.