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LOOK BEFORE YOU LEAP! 
! 
An Intro to Prototyping 
Video Games
Hi I’m Tristan Angeles 
• Board member IGDA Manila 
• A level designer for Chronicle Games (Caves and Chasms) 
• Indie Developer at Unravel Games and Party Animals 
• Ex-Game Designer at Gameloft(Order and Chaos Duels) 
• 2013 Manila Game Jam Best in Game Design( IAcademy) 
• Participant at Casual Connect Asia 2013 Indie Prize.
"I have not failed 10,000 times. I have 
successfully found 10,000 ways that will not work." 
Like invention game design involves 
experimentation.
+ 
Sums up the root of most of your indie problems.
? 
? 
? 
? 
? 
? 
? 
? 
What do you need to know before embarking on the 
journey? 
The point of no return. 
Core mechanics 
Features 
Game Economy 
Physics 
Aesthetics 
Dynamics
Paper Prototype! 
To answer questions. 
To generate new ones. 
To reveal surprises.(good and bad)
Paper Prototype! 
Scratch that itch. Validate ideas.
Example: Party Animals, a game about 
third world politics.(In development)
We made a list of questions. 
Mechanic Paper Prototype Questions 
Basic Gameplay(Core) 
Action Assignment Player tokens Too easy? Too complicated? 
Turns How many turns 
Gold Production Gold tokens 
How much? 
When to produce? 
Amount of Districts District Cards 
How many districts? 
District Stats Sample District stats xls 
District Reputation Sample District stats xls How should reputation affect votes? 
Kapitan Relationship 
Sample Kapitan Relationship xls, Kapitan 
Cards 
Random Events 
List of random events which has: stat 
goal, turns to complete, rewards How often random events should appear? 
Votes How should we calculate votes? 
District Interaction 
Sortie Action descriptions and effects Simpler or complex? 
Educate Action descriptions and effects Simpler or complex? 
Contest Action descriptions and effects Simpler or complex? 
Smear Action descriptions and effects Simpler or complex? 
Bribe Action descriptions and effects Simpler or complex? 
New Kapitan Interaction(Core) 
Manipulate Sample formula for manipulate Fun? Necessary? 
Convince Sample formula for convince Fun? Necessary? 
Shift Sample formula for shift Fun? Necessary? 
Gift Sample formula for gift Fun? Necessary? 
Favor Points Favor tokens Fun? Necessary? 
Kapitan Agenda 
sample agenda for Kapitans, formula for 
agenda Fun? Necessary? 
Kapitan Events Fun? Necessary? 
Kapitan Relationship effects Fun? Necessary? 
Evil Actions(Core) 
Tags Sample list of possible tags 
Discovery Formula for discovery 
Staff(Core) 
Staff actions Staff tokens How many people in staff?
Cards to represent districts. 
Poker chips and various tokens 
to represent resources. 
Then made a very quick prototype to find the 
initial ‘feel’ of the game, the game flow etc.
We play tested the game 
beginning with core 
mechanics, then added 
new features with each 
play testing session.
We learned a few things from play 
testing that would have cost us valuable 
resources had we started development 
immediately.
1. Choose the fastest or easiest implementation. 
2. Keep it ugly. 
Event System AI
For more info on this project check out: 
! 
http://heypartyanimals.com
Thank You Very Much! 
! 
Tristan Ansel T. Angeles 
Game Designer at Chronicle Games 
http://www.chroniclegames.com 
Designer/Developer at Unravel Games and Party Animals 
Twitter:@unravelgames 
Email: caladan21ph@gmail.com 
Twitter: @tristanangeles 
Linkedin: http://ph.linkedin.com/in/tristanangeles/

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DevCon Summit 2014 #DevelopersUnitePH: International Game Developers Association (IDGA) Manila by Tristan Angeles

  • 1. LOOK BEFORE YOU LEAP! ! An Intro to Prototyping Video Games
  • 2. Hi I’m Tristan Angeles • Board member IGDA Manila • A level designer for Chronicle Games (Caves and Chasms) • Indie Developer at Unravel Games and Party Animals • Ex-Game Designer at Gameloft(Order and Chaos Duels) • 2013 Manila Game Jam Best in Game Design( IAcademy) • Participant at Casual Connect Asia 2013 Indie Prize.
  • 3. "I have not failed 10,000 times. I have successfully found 10,000 ways that will not work." Like invention game design involves experimentation.
  • 4. + Sums up the root of most of your indie problems.
  • 5. ? ? ? ? ? ? ? ? What do you need to know before embarking on the journey? The point of no return. Core mechanics Features Game Economy Physics Aesthetics Dynamics
  • 6. Paper Prototype! To answer questions. To generate new ones. To reveal surprises.(good and bad)
  • 7. Paper Prototype! Scratch that itch. Validate ideas.
  • 8. Example: Party Animals, a game about third world politics.(In development)
  • 9. We made a list of questions. Mechanic Paper Prototype Questions Basic Gameplay(Core) Action Assignment Player tokens Too easy? Too complicated? Turns How many turns Gold Production Gold tokens How much? When to produce? Amount of Districts District Cards How many districts? District Stats Sample District stats xls District Reputation Sample District stats xls How should reputation affect votes? Kapitan Relationship Sample Kapitan Relationship xls, Kapitan Cards Random Events List of random events which has: stat goal, turns to complete, rewards How often random events should appear? Votes How should we calculate votes? District Interaction Sortie Action descriptions and effects Simpler or complex? Educate Action descriptions and effects Simpler or complex? Contest Action descriptions and effects Simpler or complex? Smear Action descriptions and effects Simpler or complex? Bribe Action descriptions and effects Simpler or complex? New Kapitan Interaction(Core) Manipulate Sample formula for manipulate Fun? Necessary? Convince Sample formula for convince Fun? Necessary? Shift Sample formula for shift Fun? Necessary? Gift Sample formula for gift Fun? Necessary? Favor Points Favor tokens Fun? Necessary? Kapitan Agenda sample agenda for Kapitans, formula for agenda Fun? Necessary? Kapitan Events Fun? Necessary? Kapitan Relationship effects Fun? Necessary? Evil Actions(Core) Tags Sample list of possible tags Discovery Formula for discovery Staff(Core) Staff actions Staff tokens How many people in staff?
  • 10. Cards to represent districts. Poker chips and various tokens to represent resources. Then made a very quick prototype to find the initial ‘feel’ of the game, the game flow etc.
  • 11. We play tested the game beginning with core mechanics, then added new features with each play testing session.
  • 12. We learned a few things from play testing that would have cost us valuable resources had we started development immediately.
  • 13. 1. Choose the fastest or easiest implementation. 2. Keep it ugly. Event System AI
  • 14. For more info on this project check out: ! http://heypartyanimals.com
  • 15. Thank You Very Much! ! Tristan Ansel T. Angeles Game Designer at Chronicle Games http://www.chroniclegames.com Designer/Developer at Unravel Games and Party Animals Twitter:@unravelgames Email: caladan21ph@gmail.com Twitter: @tristanangeles Linkedin: http://ph.linkedin.com/in/tristanangeles/