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GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!
Brett Taylor (Gameplay Pioneer & Prototype Developer, Playdead)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass - Get your pass now!
Topic: Game Career Development
Vault Recording: TBD
Audience Level: Yes
When is a good time to start a prototype, and when's a good time to call it quits? What makes a prototype effective, and where should we be spending our time in making one? How does one transition from a prototype to a release-quality game? What tool(s) should I be using and where should I even start?
In this talk, we'll answer these questions and then some. Through a brief overview of a 14-year career of prototype development, we'll cover best practices, lessons learned, what's made some prototypes successful (or not), and paint a picture of what to expect while prototyping. It's time to prototype with greater efficiency, effectiveness, and pizzazz.
This talk will demystify the process of Idea > Prototype > Game. Attendees will learn the structure of how to take an idea and quickly bring it to something playable. Attendees will also get real-world examples of successful (and unsuccessful) prototypes that illustrate lessons and best practices.
Anyone with ideas who is interested in beginning or improving their rapid-prototype process!