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Video Game Design Foundations B — Open Curriculum Edition (California)

Curriculum

  • 4 Sections
  • 20 Lessons
  • Lifetime
Expand all sectionsCollapse all sections
  • Unit 1: Digital Prototypes and Ethical Playtesting
    5
    • 1.1
      Prototypes: Paper, Digital and Hybrid
      50 mins
    • 1.2
      Build: A Greybox Prototype with Pickups, Hazards and a Win State
      50 mins
    • 1.3
      Running an Ethical Playtest
      55 mins
    • 1.4
      Bug Reports and the Iteration Log
      50 mins
    • 1.5
      Prototype v1 and Playtest Report
      50 mins
  • Unit 2: Level Design, Accessibility and Player Experience
    5
    • 2.1
      How Levels Teach: Pacing, Flow and Guidance
      50 mins
    • 2.2
      Build: A Tile-Based Level with Checkpoints and a Following Camera
      50 mins
    • 2.3
      Accessibility Audit: Designing for More Players
      55 mins
    • 2.4
      Build: Accessibility Options — Remapping, Game Speed and Readable Text
      50 mins
    • 2.5
      Level Map, Playtest and Accessible Revision
      50 mins
  • Unit 3: Balance, Monetization and Getting Games to Players
    5
    • 3.1
      Balance: Fairness, Difficulty and the Numbers Behind Fun
      50 mins
    • 3.2
      Build: A Tunable Health, Damage and Drop-Rate System
      50 mins
    • 3.3
      Monetization, Loot Boxes and Fair Design
      55 mins
    • 3.4
      Publishing and Marketing: Web Export, Ratings and the Store Page
      50 mins
    • 3.5
      Balance Chart and Launch Plan
      50 mins
  • Unit 4: Careers and the Capstone Playable Prototype
    5
    • 4.1
      Working in Games: Roles, Crunch, Unions and Contracts
      50 mins
    • 4.2
      Build: Menus, Pause and a Shippable Build
      50 mins
    • 4.3
      Studio Crit: Milestone Review, Scope and SkillsUSA
      55 mins
    • 4.4
      Career Profile, Résumé and Mock Interview
      50 mins
    • 4.5
      Capstone: Playable Prototype, Showcase Pitch and Reflective Essay
      50 mins

Prototypes: Paper, Digital and Hybrid

Unit 1  ·  Industry Launch & Case Study  ·  Lesson 1 of 20

Prototypes: Paper, Digital and Hybrid

AME.D6.2GAMEB-CA
By the end of this lesson I can…

choose the right kind and fidelity of prototype for a design question, and compare my concept with existing games in its genre.

Instruction

A prototype is a question you can play. The skill is not building prototypes; it is choosing the cheapest prototype that will answer the question you actually have.

Fidelity. A low-fidelity prototype is rough, fast and disposable: index cards, a whiteboard sketch or gray boxes on screen. A high-fidelity prototype looks and behaves close to the final game. Low fidelity answers questions about rules, flow and fun. High fidelity answers questions about feel, readability and emotional impact. Using a high-fidelity prototype to test a rule wastes days; using a low-fidelity prototype to test how a jump feels tells you nothing.

Three kinds.

  • Paper prototypes test rules, economies, turn structure and information: what players know and when. A digital card game or a strategy game’s resource system can be tested on paper in an afternoon.
  • Digital prototypes test anything involving timing, physics, camera or real-time input: how a jump feels, whether an enemy is fair to dodge, whether players can read the screen at speed. A greybox prototype uses plain shapes instead of art so that nobody mistakes it for finished and every change is cheap.
  • Hybrid prototypes mix the two: a board game with a phone timer, or a digital map with paper character sheets. They are useful when part of the design is real-time and part is rules.

Throwaway or evolutionary? A throwaway prototype is built to learn and then discarded; its code can be messy. An evolutionary prototype grows into the final game, so it must be built more carefully. Decide in advance, and say so to your teammates. Many teams build throwaway prototypes quickly, then rebuild cleanly once they know what works.

Writing a design question. A good question is specific and testable: “Do players understand, without instructions, that blue platforms disappear?” or “Is a 60-second timer tense or stressful for new players?” A poor question is vague: “Is it fun?” For each question, name what you will observe that would answer it.

Know your genre. Genres are families of games that share conventions: platformers, puzzle games, roguelikes, role-playing games, real-time strategy, simulation and management games, and multiplayer forms such as cooperative games, battle arenas and battle royales. Conventions are useful, because players arrive knowing that coins are good and spikes are bad, but they also set expectations you must meet or deliberately break. Comparing your concept with existing games in the genre tells you what players will expect, what has been done well, and where your idea is genuinely different. Play at least two examples with a notebook, and write down one thing to borrow and one thing to avoid from each.

Iteration as the bridge. The concept in your head is untested. The prototype is the bridge between imagination and execution: every round of build, test and revise moves the game from what you hoped would happen to what actually happens when people play. Expect the first version to be wrong, and plan time for the second and third.

Vocabulary in context

  • fidelity — How closely a prototype resembles the final game in look and behavior.
  • greybox — A digital prototype built from plain shapes, without final art, so changes stay cheap.
  • hybrid prototype — A prototype that combines physical and digital parts.
  • genre conventions — Shared rules and expectations that players bring to a family of games.

Formative check

Work through these before moving on. They are not graded — they tell you, and your teacher, whether the standard below has landed yet.

+50 XP

A team wants to know whether their card game’s economy lets one strategy dominate. What is the cheapest useful prototype?

Economy and rules questions can be answered on paper in hours.
+50 XP

Which is the best design question for a prototype?

It is specific and names something you can observe.

Name your game’s genre and two existing games in it. For each, write one thing to borrow and one thing to avoid. Then write three design questions for your prototype, each with the prototype type that fits it best and what you will observe.

0 words
Quick self-check

How confident are you that you can choose the right prototype for a design question and compare my concept with its genre?

Not yetVery confident

CA CTE (Arts, Media & Entertainment) and CCSS literacy standards addressed: AME.D6.2, AME.D6, AME.D2.8, AME.D1.1, AME.5.1, RST.9-10.5

UC A-G Area G pillar: Prototyping as a design-research method

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