GAME CONCEPT 233
played with the sound and music turned down? The lead designer might want
to work with a sound designer for a few days to come up with an initial plan for
voiceover, sound effects, and music. The sound designer can advise on what audio
elements work best with the proposed setting, story, and gameplay mechanics.
The audio overview answers questions, such as the following:
■
Will each character have a unique voice?
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How do the characters’ voice cues function in the game (for example, help
for the player, comic relief, or character development)?
■
What types of music work best with the game (such as licensed heavy metal
songs, an original orchestral score, or instrumental techno music)?
■
Where in the game will the music play (for example, only in the UI shell or
real-time in gameplay during climatic battles)?
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What types of sound effects will work best in the game?
14.4 PROTOTYPING
Prototyping is a key component of game development, especially during the pre-
production phase. Prototyping allows the team several opportunities to validate
new gameplay features and anything else that is not well-defined (such as a tools
pipeline). In game development, a prototype is an early and playable version of a
proposed game mechanic or idea. The prototype does not necessarily have to be
playable in digital form; in some cases gameplay can be prototyped with existing
board games, a deck of cards, or a pencil and paper mock up—usually referred
to as “low-fidelity” prototypes. These types of prototypes may not always con-
tain playable and dynamic elements. Eventually, “high-fidelity” prototypes will
be created. These are usually software based and provide a dynamic and work-
ing model of the proposed system, and a better representation of the gameplay
experience. However, you can identify and solve many potential issues in low-
fidelity prototypes before proceeding to a high-fidelity one.
There are several goals that can be accomplished during prototyping.
Exploratory prototypes are used to investigate new ideas, identify requirements,
or to research other alternatives. Experimental prototypes are used to validate
system requirements (such as what weapon statistics work best to balance the
weapons in the game). These two types of prototypes are likely to generate work
that is discarded along the way, but this shouldn’t be viewed as a waste of time
or money. While much of this prototyped work may not be used, the lessons
learned about the strengths and weaknesses of the concepts are worth the effort.
Prototyping may also lead to other ideas that are implemented in the final ver-
sion of the game. If there is some reluctance to spend time on work that will dis-
carded, operational prototypes can be used. These consist of an initial prototype