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Session Name:

Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game HOARD

Overview:

Game design is a war! When time is short and resources are few, designers have to get creative in their battle to make games great. This session explores, in post-mortem format, the various tools, techniques, and trickery used to maximize iterations on Big Sandwich's award-winning dragon game HOARD.

HOARD employed paper games, low-fi 2D prototyping, MS Excel level design tools, and a modular systems design approach to make its short 9-month core development cycle possible. Specific examples will be used to show how all of these tools - some conventional and some not - can be employed to maximize game design iterations even when time is stacked against you.

In addition to the post-mortem, selected game mechanics will be examined to show other lessons learned throughout HOARD's development.

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  • GDC 2012
  • Tyler Sigman
  • Big Sandwich Games
  • free content
  • Game Design
  • Design