The prototype not only nailed the various ages and the creative possibilities, but also validated the Sim DNA concept. One of the core design concepts that came out of this stage of the project was that The Sims 2 would grow up in The Sims 2. It also inspired Sim DNA, the virtual genes that are passed along to Sim descendants. The HeadToy prototype gave us a chance to explore some rather extreme possibilities in the new Sims's appearances. The visual look-and-feel prototype was simply a movie, but it set the bar for the lighting, camera, environment, and characters. If someone working on a prototype has not shown us something each day of the week, it's probably going sideways.Įach of these prototypes was different in its implementation. We aim to show progress and iterate frequently. Our key to success is being rapid, staying focused on what we're trying to solve and moving quickly. Net, and executed by one or two engineers or artists. All of these prototypes were done as separate applications, using existing tools, such as Maya and. Later in the project, the "aspiration, wants, and fears" prototype guided the way we created the new gameplay. The HeadToy prototype helped evolve the Create A Sim tool. The look-and-feel prototype, for example, established how The Sims look, particularly in the adult and teen years, and set the tone for the new 3D environments. Many of these prototypes significantly affected the final design of the game.
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