ABSTRACT

This chapter discusses various types of digital prototypes including prototypes of game mechanics, aesthetics, kinesthetics, and technology. Different prototypes should be used to answer different types of design questions. For example, questions about game controls will not necessarily be answered in the same prototype as questions about user interface. An important concept is that prototypes should be developed as quickly and cheaply as possible and the code should not be intended for use in the final project. A quick, useful prototype will answer specific design questions and then be thrown away. In addition to digital prototyping, this chapter also goes into control design, game feel, camera viewpoints, and basic principles in interface design. Although it is beyond the scope of the book to discuss programming techniques, digital prototyping tools are discussed, including programming languages, game engines, and game creation tools.