![]() ![]() After all, it’s taken me about 7 years of game designing/prototyping to accumulate the tools I have now, and I already started with a solid graphic design background. I don’t expect everyone to start with the best possible tools for creating prototypes. Of course, if your game isn’t very good, the quality of the components isn’t going to matter much, but let’s assume that you already have a great game waiting in the wings, and are just looking for a way to make it more enjoyable for your playtesters (and possibly potential publishers). However, each individual step, when applied to your prototype creation, will have a marked and dramatic improvement in the perceived quality of your components. I’ve broken this down into several steps that as a whole, will result in a sterling prototype. ![]() The current Suburbia prototype is about as good as I’ve ever done in terms of quality for any game, so I thought it might be helpful to show how I go through the process of creating a high quality prototype. The quality of my prototypes has improved over time, as I’ve learned better techniques, purchased new tools and equipment, and experimented with different ways to optimize the process. Even the box looks so real as to fool most gamers initially. ![]() The tiles, the gameboard, and the rules are now often mistaken for being an actual in-production version of the game. In fact, even though I haven’t been keeping count, I believe I’ve made more than a dozen of them, from the original square self-test version all the way through to the current, same-as-what’s-being-printed-for-Essen version. Since I’ve been working on Suburbia for a few years, I’ve made several prototypes. ![]()
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