You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

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


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.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

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