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Prototyping for better games: Lessons from mobile gaming giant Gameloft Montreal

, setembro 11, 2020

When you start developing a big project, you don’t want to learn too late that your great idea isn’t quite as fun as you’d hoped. Developing a game requires time and resources, so you need to put your efforts into projects with the greatest possibility of success.

How can you be sure that you’re pursuing a game concept that will make a great gaming experience for players? At mobile gaming giant Gameloft, one team developed a unique process using Unity to answer this question.

From concept to reality, quickly

Keeping a steady flow of great games in the pipeline is no easy feat, even for a studio like Gameloft Montreal. To make this possible, their gameplay team needed a tool that would allow them to move quickly between concept pitch and development greenlight. With its powerful prototyping tools, Unity proved essential to their unique process for identifying, building, and testing multiple game candidates at once. This system allowed them to get builds up and running at an impressive speed, moving concepts from pitch to production in three weeks or less – sometimes even making core concepts playable in less than a day.

Naturally, there’s more to making great games than quick prototyping. In our case study ‘Bringing new ideas to reality faster,’ the team digs into how crucial it is to get player feedback early.  Their process shows why it’s critical to go beyond programmer art and create a rewarding experience, even in prototype. This ability to quickly build multiple concepts into working builds and use that hands-on experience to determine their next project has yielded impressive results: in just one year, the team at Gameloft completed over 30 projects and got 12 games greenlit for production.

Check out the case study for more details on how Gameloft uses Unity to accelerate concepts into production.


1 reply on “Prototyping for better games: Lessons from mobile gaming giant Gameloft Montreal”

that’s a crucial fast prototyping and deploy to test “the toy” with the public is like the game will create itself based on the consumer itself.

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