Wireframe 2019

(nextflipdebug5) #1
Advice

Toolbox


A vertical slice can help realise your design ideas
and much more besides, Jeff writes

Indie reflections:


AUTHOR Making Anew Part 5
JEFF SPOONHOWER
Jeff Spoonhower is a
developer, artist, and college
professor who’s been working
on triple-A and indie games
for over 17 years.
anewthegame.com
resources, which means you may not be able
to afford to prototype your game’s visuals,
gameplay systems, and mechanics. That’s OK!
You will work through these design challenges as
you build your vertical slice. Creating a vertical
slice is a lot of work and will take time, because
you’ll need to get many of your game’s main
systems up and running.


REASONS TO SLICE
There are several reasons to create a vertical
slice. Most of your design ideas are theoretical


  • they seem promising, but haven’t been
    proven yet. Creating a vertical slice forces you
    to make these ideas real, and in the process,
    allows you to evaluate their viability in context.
    Since creating a vertical slice will also involve
    all members of your team, you’ll be able to
    figure out the best ways to collaborate and
    communicate as a group.
    For example, building, testing, and iterating
    your player character’s design and controls
    can take months to complete. You’ll learn what
    works, what doesn’t, and make adjustments and
    improvements based on playtesting. Creating
    the art assets, AI behaviours, movement
    patterns, and combat animations for a few


 The overall art
direction for Anew
was hammered out
in our vertical slice.

ou have a solid plan in place
for your indie game, its creative
direction, and gameplay features.
How do you begin doing the actual
work? This is where the concept
of a vertical slice comes in. Let’s look at how it
can help shape your designs, clarify aesthetic
and mechanics, aid in marketing efforts, and
more besides.
A vertical slice involves designing and
implementing the core features of your game
from top to bottom, in a confined gameplay
segment, to a high degree of polish. The
end product is a fully playable segment that
represents the larger vision for your completed
game. Let’s say, for example, you’re making a 2D
puzzle platformer. An appropriate vertical slice
would involve the creation of one or two levels
where the player would experience key aspects
of gameplay such as running, jumping, solving
a puzzle, and fighting enemies. These playable
spaces would be fully fleshed out, just as you
see the full game being in your mind’s eye.
You may be asking yourself, “Shouldn’t I
prototype all of this before fully developing it?”
The answer is, “Ideally, yes.” However, chances
are you’re working in a small team with limited

Y


40 / wfmag.cc

Free download pdf