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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Replying to @wookiebait @gamesbymanuel
I agree with both of you. It is crucial to be able to iterate quickly, and avoid “sunk value” falacy between versions, BUT i do think the traditional wisdom can downplay UX/UI as only a layer between players and the game, when in some games it is practically the game itself
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unless you take the more uncommon artist AND designer route- then process is less linear- you may have more to juggle early, but the variables can inform each other. artists are traditionally taught to start with broad brush strokes and be ruthless about cutting anyway
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Replying to @Mushy_Math @wookiebait
I would avoid this unless your goal is to self-publish, since it is very unlikely the publisher will re-use the art from your version.
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Replying to @gamesbymanuel @Mushy_Math
It depends on the publisher. As I said I’ve had luck pitching myself as artist and designer. I’m not saying it’s always the right approach but it can work out. Ultimately if making the art helps you make the game then it’s not a wasted effort.
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Oh, if the artist and designer are one and then same I see how that could work!
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Replying to @gamesbymanuel @Mushy_Math
It’s very likely a publisher won’t like the art but that’s just how it goes. I’m not sure I could design games without thinking about them visually so it’s kind of a must for me.
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Replying to @wookiebait @Mushy_Math
There's no wrong answer there, as long as you're aware it might not end up on the final product!
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