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Rapid Prototype Games
In the Rapid Prototype Production phase of my education at FIEA I was placed in small teams of five, including other artists and producers.
As the programmer on each team I was tasked with the base implementation of these prototypes in engine, as well as maintaining the technical scope of each project.
Teams had two weeks to come up with a gameplay idea that was unique or had value, and then implement and pitch that idea by the end of the period when new teams were formed.
These prototypes were a great exercise in working with artists and producers to bring a vision to life, while experiencing technical challenges in engine that will be useful in any future project.
Rapid Prototypes: Services
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