How to Prototype a Game in Under 7 Days:
Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester. I've had this tab open for a while (weeks?). I think there are some valuable lessons here anyway. How should we test such ideas more formally? Something like the following?: Randomly split a pool of developers into two groups. Instruct group A to follow development methodology X for x days and group B to follow methodology Y for y days. Then after a rest period, instruct A to follow Y for y days and B to follow X for x days, finally releasing the products from every period simultaneously, taking steps to ensure equal exposure (a new random ordering on the public project page for each visit) and gathering the public's ratings of the products.
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