As mentioned in the last post, here are a few documented examples that I have explored and found interesting when using paper and cardboard. For this post we look at the separate ideas of repurposing and creating a construction that follows a purpose in form and function. (Read More)
Expanding some on the previous paper prototyping post, this one focuses a bit more on getting the most out of the first advice, which is to playtest early and often.
Obviously the more you know about the materials and tools you are working with before you rapidly prototype your idea, the better your intended result will be and the less time you will waste iterating. Sometimes you may only know certain things through experience, though you can prepare for most situations by reading up and doing a little research about what can be done beforehand. So I am writing this up in hopes it would be part of a practical guide that is helpful. (Read More)
I really enjoy the art of paper prototyping. Good exploration in prototyping allows for a good idea of what would be good in practice. If you have seen my prototyping posts on the MalmoJamsToo website then you will see a lot of familiar content in this post. I felt it would be good to start a strong base as I intend to expand on a lot of it in future posts.
The use of paper prototyping helps both test the feasibility of an idea and shows others in your group what you are going for in an idea at the same time. Below are lists of materials and websites that give advice on how to work with and quickly test ideas. This would fare especially well for those looking to make a gameboard or card game during the game jam. (Read More)
Lately I have been going through Jane McGonigal’s Reality is Broken. I got to see some interesting perspectives and terms being used to describing game studies. I also got to see the impact it can have on society and individuals. This post starts to think about how to participate more in real life than in gaming.
I am no stranger to Alternate Reality Games (ARGs) though from what she explained among her many chapters, the idea that everybody involving themselves with ARGs may shape or mold the experience of the game they play was new to me. Although I never really thought about it, one of my earliest memories of designing games was through some kind of ARG. I was a bit younger than my teenager years, and I used little pieces of papers to note down simple games that I could easily take with me. (Read More)
Anyways, finally! I have finished setting this thing up. It took the last few days because of having to go through each portfolio project and making sure everything was alright with the transition from the old layout to the new. I’m hoping to post my thoughts somewhat regularly. We will see how this goes.