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jesseschell's profile
JesseSchell
JesseSchell
JesseSchell
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@jesseschell

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JesseSchellVerified account

@jesseschell

I am a game designer.

Pittsburgh, PA
jesseschell.com
Joined December 2007

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    JesseSchell‏Verified account @jesseschell May 18

    Good advice of the week: Game prototypes don't need to be pretty. They should be "crude things that prove things."

    8:06 AM - 18 May 2021
    • 18 Retweets
    • 159 Likes
    • Rhiannon Moushall inconsequentialist Drop Bear Bytes Realms Games ✨Rosstin Murphy ✨ ACCEPTING CLIENTS VanishXZone (Matthew Cmiel) metalemi jwest
    12 replies 18 retweets 159 likes
      1. Doug McNabb‏ @mcnabbd May 18
        Replying to @jesseschell

        Agree 100%. Caveat: my experience is that management rarely understands this :(

        0 replies 0 retweets 1 like
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      1. Shane Liesegang, SJ (شَيْن)‏ @OptimistPanda May 18
        Replying to @jesseschell

        And in fact if they're *too* pretty, some folks will think it's trivially easy to make them shippable. (When I was doing prototyping workshops I would actually push to do them in a totally different engine if feasible, just to remove that temptation.)

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      1. Liz Gross‏ @AlchemLiz May 18
        Replying to @jesseschell

        This is sometimes hard for me. It's like envisioning what a cake should look like at the end before thinking about how the ingredients are put together. I'm always thinking about the colors and decorations before I think about the filling.

        0 replies 0 retweets 1 like
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      1. New conversation
      2. Steven Stadnicki‏ @shaterri May 18
        Replying to @jesseschell

        Counterpoint: this assumes that the primary purpose of the game (or the prototype) is a gameplay mechanic. If your game hinges on a visual style (say, 'sketchbook scribbles'), then the prototype should prove that you can pull off that style within the game.

        1 reply 0 retweets 5 likes
      3.  ✨Rosstin Murphy  ✨‏ @RosstinMurphy Jul 12
        Replying to @shaterri @jesseschell

        Yes

        0 replies 0 retweets 0 likes
      4. End of conversation
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      2. Greg C Peng‏ @gregcpeng May 18
        Replying to @jesseschell

        Counterpoint: sometimes there is a minimum bar of prettiness. Game designers are very good at abstracting, but for others you may not even get to the point where you can evaluate that gameplay mechanic unless it has a proper level of feedback polish.

        1 reply 0 retweets 8 likes
      3. David Bocek‏ @AmusedApricot May 18
        Replying to @gregcpeng @jesseschell

        I think oftentimes there is a really meaningful difference between "polish" and "pizzazz" (stealing terms from a gdc talk). With certain things the execution details are really make or break. You don't want to waste time with unnecessary polish, but...

        1 reply 0 retweets 2 likes
      4. Show replies
      1. Broken Bear Games‏ @brokenbears May 18
        Replying to @jesseschell

        Very much depends on the audience IMO.

        0 replies 0 retweets 1 like
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      1. Dan Rodriguez‏ @dornad May 18
        Replying to @jesseschell

        This reminds me of a certain family of game sketching projects (wink wink)

        0 replies 0 retweets 0 likes
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      1. Nathan Hoobler‏ @natedoth May 18
        Replying to @jesseschell

        Not to mention spending time developing art assets that you might need to completely throw out later because the design got changed.

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