Prototyping and testing gameplay zones
Description of the service
In the early stages of the development of the game, every design solution is a hypothesis. Will it be interesting to the player in this zone? Will the battle become too long? How intuitive is the route intuitively? Before you spend months on a detailed study of the location, it is important to quickly and accurately check its gameplay value. It is for this that there is prototyping - the creation of a “raw”, but the functional version of the zone to test ideas and make reasonable decisions.
Our service “Prototyping and testing of gameplay zones” helps the teams save resources and time, eliminating guesses. Instead of long reflection on whether a specific mechanics or structure will work, you get a working prototype that can be immediately tested-both inside the team and on the focus group. This allows you to reject ineffective ideas at an early stage and focus on really strong solutions.
What is included in the service
- Setting tasks and hypotheses First, we discuss the purpose of the prototype: what mechanics, structure or sensation should be checked? It can be:
- Combat zone with a unique placement of shelters;
- Level of level with non -standard verticality;
- Research area with several routes;
- A place where several game systems are combined (for example, stealth + puzzle).
- Creating a basic prototype We develop the “gray” zone (GreyBox) - without visual details, but with working geometry, routes, interaction objects and key mechanics. The main task is to give a sense of structure and gameplay dynamics without distraction to the visual.
- Setting A/B versions (optional) At the request of the client, we create alternative versions of the same zone. For example:
- One with open space, the other with narrow corridors;
- Different rhythm of the appearance of enemies;
- Different options for navigation and distribution of resources. This allows you to conduct A/B testing and understand which version works better in terms of involvement and convenience.
- Testing We organize primary internal testing. At the request of the client, we can connect external participants to collect more objective feedback. We fix the metrics: passage time, delay points, navigation errors, player behavioral patterns and oral reviews.
- Analysis and conclusions Based on testing, we form a detailed report: what elements work, what interferes, where the player is lost or stagnated. We offer improvements or new solutions if the hypothesis has not been confirmed.
- Finalization As a result, we provide:
- Prototype (s) in the right format;
- Documentation with analysis and recommendations;
- References and sketches for future refinement of the zone in a full -fledged game location.
Advantages of the service
- Fast decision -making. We do not spend months on the development of zones that do not work.
- Saving resources. The minimum of investments is maximum information.
- Improving quality. Only tested, reasonable ideas fall into the main development.
- Flexibility. The prototype can be adapted to any needs: combat scenes, research, training, etc.
To whom this service is suitable
- Developers at the stage of preaccen or prototyping of the project.
- Teams who want to check original ideas before large -scale implementation.
- Indie groups and studios limited in resources, but focused on the quality of gameplay.
- Projects seeking support in decision -based decision -based tests, and not on assumptions.
Result
A good idea may not “play”, if not checked it in practice. Prototyping allows you to remove blind zones and rely on the real sensations of the players. We help to turn guesses into confidence - quickly, flexibly and with the maximum benefit for the project.