Here’s a video covering my design observations from making an experimental interaction project every night for seven months between 2007-2008:
The above presentation is based on how I presented my paper on the series for GTRIC (Georgia Tech Research & Innovation Conference). For additional information about InteractionArtst, check out notes from my 2010 talk at UC Berkeley.
By the way, did you see anything in the prototypes that you think has further potential? By all means my friend: steal it from me! You’re welcome to use anything there of interest as a starting point. If you feel like it was helpful or relevant enough as a source of inspiration, maybe credit me somehow if you’d like, but there’s really no need to. In case you’re new around here and don’t already know, my primary goal is to help you and other developers in your situation become more adept at making cool stuff!
InteractionArtist happened 6 years ago, and the work has been largely lying around dormant since. Granted, a bunch of the tiny examples may be useless dead ends, but there may still be gold hidden in those mines for those willing to dig. It definitely wasn’t just an R&D effort for my own proprietary purposes. I put it online from the very beginning for all the world to see precisely because I hoped it might someday be of use to other developers, too.
Or, maybe even better, if you feel that you’re at a place in your implementation fluency and design process that you could pick up conceptually where I left off, whether you want to do it for 10 days in a row instead of 219, or using Game Maker instead of ActionScript 3, or focusing on art and atmosphere or narrative elements rather conceptual design, or maybe doing it much like I did it but striving to do it better, take it away! The exact same case of “if you want to” credit applies here. If InteractionArtist specifically helped lead to your binge of productive exploration and you’d like to acknowledge it someplace, that’d be great. Or, if you’d rather not for whatever reason, I of course don’t own and didn’t invent the idea of rapid prototyping.
But whatever you decide, do – and by that I mean make – something! Even if you don’t have a reason when you start, you can find one along the way, or even after the fact. The important thing is to get practice, to get past rough ideas that are clogging up your mind by getting them outside of you and into the machine (into the world!), to really experience game development as a potentially transformative activity not only for the content and the players but for you as the developer as well. Stop trying to learn everything before starting. Videogame development is a skill that only improves with consistent practice.
PS People that follow @HobbyGameDev on Twitter or subscribe to my YouTube channel got notification of this new video a few weeks earlier. If you’d like quicker alerts of new videos just as soon as they become available, that’s how to do it. Or if urgency’s not a factor, but you want to make sure to not miss new content, signing up for the monthly e-mail list ensures that nothing will get by. (I know it maybe seems silly, but those sign up numbers help keep me producing new content of ever higher quality!)
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