Seconded! The longer you spend on a prototype, the more reluctant you'll be to change it.https://twitter.com/jesseschell/status/1394670794647777280 …
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Replying to @gamesbymanuel
I do agree with first prototypes but I also think there's merit in iterating on visuals as you make gameplay changes.
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Replying to @wookiebait
I agree, to a certain point. I want to have enough iconography to make it clear for the players. For example:pic.twitter.com/QJGotKAQNZ
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Replying to @wookiebait
In short, I'm all for removing friction and improving the "UX" (usually used for software but it still applies here). The publisher will almost always redo the art anyway.
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Replying to @gamesbymanuel
Yes, I think basic UX / UI are skills game designers should be aware of. I also pitched both of my signed games with (mostly) finished art. I appreciate that isn't the industry standard, but making art is a big part of my game design process.
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Yes, clear communication is very important. It can definitely help playtesters to get excited about the game and helps the publisher visualize what it could be, even if they end up discarding most of it later on.
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