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. Building these prototypes during the concept and pre-production phases instead of during the full steam production phase just makes sense. We used early prototypes to resolve look and feel issues, to help understand the key emotional connection, and most importantly, to test out the new gameplay concepts. Maxis has always been a major proponent of rapid prototyping when kicking off a new game. #The sims 2 body shop not installed error how toThe Sims 2 team had to understand what led to the success of the original and devise a way to evolve (and ultimately how to innovate) while juggling colossal expectations from fans, critics, and the company. And with The Sims, we at Maxis had a lot of content to work with and many leaps in technology to take advantage of since the first game was shipped back in 2000.Įven so, sequels pose a unique challenge. Sequels to successful games may seem obvious-maybe even too obvious.
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