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Скачать или смотреть The Art of Prototyping

  • IGDA Seattle
  • 2013-07-25
  • 2267
The Art of Prototyping
prototypingigdaseattlegame creators summitsamantha kalmanzach aikmanjohn krajewskisean gubelman
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Описание к видео The Art of Prototyping

Prototyping is a tried and true tool in almost every developer's arsenal, as it can save countless hours of production quality effort on an unworkable idea. Although this technique is typically performed once at the start of a single, larger project to nail down certain mechanics, there are many other ways in which prototyping can be a huge boon to you and your team. In this panel, a handful of local independent developers will share some of their experiences, tips and tricks and discuss how prototyping can be useful in more ways than you would expect.

Zach Aikman, 17Bit

Zach Aikman graduated from the DigiPen Institute of Technology in 2008 after co-developing the IGF Student Showcase winner, Synaesthete. His work experience runs the gamut, ranging from smaller one-man projects to monolithic corporations like Microsoft and everything in between, including a brief stint in Kyoto at the venerable Q-Games. More recently, he's aligned himself with the talented chaps at 17-BIT to help bring their next game to life. He currently resides in Seattle, where he dabbles in experimental prototypes and helps coordinate local activities and events in the indie development scene.

John Krajewski, Strange Loop Games

John Krajewski is studio head of Strange Loop Games, and designer and programmer of the liquid-physics puzzle game Vessel. Prior to founding Strange Loop, he was Lead AI Programmer at Electronic Arts Australia, designing and developing AI systems for open world games. His portfolio of games includes 'Lord of the Rings: Fellowship of the Ring', 'The Suffering', and 'Destroy All Humans', and has developed games for console, tablet, mobile, and desktop. He holds a Bachelors Degree in Computer Science from University of Washington.

Sean Gubelman, Drizzly Bear


Sean has been making games since his 7th grade math instructor first accidentally taught him enough to do so. After attending and finishing a bachelors in computer science at Digipen Institute of Technology, he went on to work at Microsoft Game Studios on Fable 2, Alan Wake, Mass Effect, and Kinect Launch titles. Since leaving Microsoft in 2011 he's joined and left a startup company (http://massivelyfun.com/) and started his own company (drizzlybear.com). He currently makes games for iOS, Android, Mac and Windows and keeps his company in business by doing contract programming work.

Samantha Kalman, Experience Artist


Samantha Kalman is an independent Experience Artist, Game Designer, and Consultant. She is currently creating high-quality experiences incorporating both digital and analog elements of our world. Previously she worked at Amazon where she built interactive prototypes for Kindle. She was also an early contributor to Unity as QA Director for multiple engine releases, including the iPhone and Windows versions. She has also been known to mingle with Seattle Indies, make music, and write screenplays. She is based in Seattle and blogs at samanthakalman.com.

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