“That’s when I realised that design experience isn’t in the size of your games, or even in the scope of it – it’s in the number of projects you’ve been through. That sounds like a ridiculous claim to some, but let’s run through the mental stages of developing a game the way I see them: conceptualisation, identification, development, polish and release. Everybody has a different expression of these stages, but everybody goes through them for each released project.” – Rami Ismail
Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.
Game A Week
Getting Experienced At Failure
Tags: prototyping
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Type: Article
Cost: Free
Platform(s): Web
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“That’s when I realised that design experience isn’t in the size of your games, or even in the scope of it – it’s in the number of projects you’ve been through. That sounds like a ridiculous claim to some, but let’s run through the mental stages of developing a game the way I see them: conceptualisation, identification, development, polish and release. Everybody has a different expression of these stages, but everybody goes through them for each released project.” – Rami Ismail
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