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Presenting a work in progress

October 19th, 2009 Leave a comment Go to comments

The first step to take before presenting parts or the whole of your game, should be checking whether it is in a presentable shape. This may sound overly obvious but it is not. Depending on your audience and the state of your product, different levels of polish are required. At any point feedback can be very useful, so make sure that your audience is aware of the state of the product to avoid misunderstandings and useless comments.

conceptBefore presenting a game concept one has to make sure it is at least interesting at some level. If you believe in a certain concept you have to try and get others interested as well. This mostly requires a clear presentation with some material to visualize your concept. If you are not able to capture your colleague’s/client’s imagination or fascination, you won’t be able to get them motivated for your idea.

Presenting a prototype is a slightly different story. Depending on what you are showing/testing you need to focus your audience’s attention on that aspect. You don’t want to hear feedback on you placeholder art if you are testing a game mechanic or menu flow. Still it can be important to have a certain level of quality in other aspects of the prototype to make it work. You can’t judge the menu flow if you don’t understand the button art for example.

Beta versions should be at least fully functional portions of the product. At this point all the different aspects of the game start coming together and they will be judged on how good they make a whole. Make sure to point out what parts are still under construction to avoid misunderstandings about the final look and feel of the game, don’t be defensive and try to gather lots useful feedback at this point. You will need it to see what fixes are needed before you can call your game completed.

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