The Lazy Designer

Update on the Prototype

Well I suggested a couple days ago that I would stick to a schedule, for my blog postings and I don’t want to disappoint in the first week. That said, I’m quite far behind for today’s work, so a short update must suffice:

I’m only spending a couple hours a week (at best) on the game prototype and primarily, for the last month or so, I’ve been researching various art solutions and doing some on-the-job training. Which basically means I’ve been creating ugly art for various prototyping ideas — primarily on the level design front. I’ve got some ideas to rapidly — and procedurally — generate some of what I need. And I’m also developing a resource pipeline — mostly learning what not to do, if I ever move past the prototyping stage.

Will I show any of this art? No. If all goes well, it will suffice to move me past prototyping and to a point where I contract outside artists. But I won’t even be thinking about that until next fall!

Former lead designer at BioWare (Dragon Age: Origins, Neverwinter Nights). Creator of Raiders of the Serpent Sea.

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