Prototype Game Quotes

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The world is so full of ambiguity and uncertainty that the design attitude of exploring and prototyping multiple possibilities is most likely to lead to a powerful new business model.
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
Do I have the courage, this late in the game, to toss aside the prototypical Mr Right in hopes of finding Mr Absolutely Right? Or is that courage at all? Maybe it’s stupidity, or immaturity. Just where is that line between courage and arrogance, between wanting what’s right, and expecting more than we deserve?
Lori Nelson Spielman (The Life List)
I spent a few more minutes puzzling over the timeline before turning my attention to the notebook’s first page, which contained a pencil drawing of an old-school coin-operated arcade game—one I didn’t recognize. Its control panel featured a single joystick and one unlabeled white button, and its cabinet was entirely black, with no side art or other markings anywhere on it, save for the game’s strange title, which was printed in all capital green letters across its jet black marquee: POLYBIUS. Below his drawing of the game, my father had made the following notations: No copyright or manufacturer info anywhere on game cabinet. Reportedly only seen for 1–2 weeks in July 1981 at MGP. Gameplay was similar to Tempest. Vector graphics. Ten levels? Higher levels caused players to have seizures, hallucinations, and nightmares. In some cases, subject committed murder and/or suicide. “Men in Black” would download scores from the game each night. Possible early military prototype created to train gamers for war? Created by same covert op behind Bradley Trainer?
Ernest Cline (Armada)
We follow what is happening with influenza virus strains in the Southern Hemisphere when it is their fall (our spring) to predict which influenza viruses will likely be with us the next winter. Some years that educated guess is more accurate than others. So is it worth getting the vaccination each year? I give that a qualified yes. It might or might not prevent you from getting flu. But even if it is only 30 to 60 percent effective, it sure beats zero protection. What we really need is a game-changing influenza vaccine that will target the conserved—or unchanging—features of the influenza viruses that are more likely to cause human influenza pandemics and subsequently seasonal influenza in the following years. How difficult would such a game-changing influenza vaccine be to achieve? The simple truth is that we don’t know, because we’ve never gotten a prototype into, let alone through, the valley of death. We need a new paradigm—a new business model that pairs public money with private pharmaceutical company partnerships and foundation support and guidance.
Michael T. Osterholm (Deadliest Enemy: Our War Against Killer Germs)
Bungie, like many large studios, dedicated a great deal of time to what could technically be called “preproduction” but what was really just the act of figuring out what their next game was going to be. That was one of the most challenging parts of making any game—narrowing the possibilities down from infinity to one. “I think that’s one of the things that plagued Destiny’s development,” said Jaime Griesemer. “We would work for a while, spend a lot of money in one direction, and then because there was this sort of impossible ideal of, ‘We’re following up the biggest game of all time, and this has to be the new biggest game of all time,’ there were several points in development where there was a total reset. And it wasn’t a graceful, ‘We go to prototype and that direction is wrong so we’re going to backtrack a little bit and go in a different direction.’ It was, I came back in from going on vacation for a week and everything I had worked on for a year was deleted. Unrecoverably, literally deleted. If I hadn’t had a copy on my laptop, it would’ve been gone forever. With no warning, no discussion, no nothing.
Jason Schreier (Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made)
Then, in early 2012, luck struck again when the legendary vdeo game programmer John Carmack stumbled onto his work online and asked Luckey if he could buy one of his prototypes.
Anonymous
Prometheus had stolen fire from the gods (from Hephaistos’s forge itself, as it happens) to make the lives of mortals better, so with a masterful bit of prototypical game-theory, Zeus set up a scenario that would, metaphorically, blow up in everybody’s faces and make life that much worse.
Dave Stone (The Mary-Sue Extrusion: A Pandora Delbane Adventure)
Though too young to be involved in the testing, it was Gary’s youngest daughter Cindy, who when hearing all of the prototype names for the then unnamed Fantasy Game, famously said “Oh, Daddy, I like Dungeons and Dragons best!”6 Gary
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
Kensi Gounden - Ten Vintage Ideas to Spark Innovation in Your Classroom Kensi Gounden says, Vintage innovation happens when we use old ideas and tools to transform the present. Think of it as a mash-up. It’s not a rejection of new tools or new ideas. Instead, it’s a reminder that sometimes the best way to move forward is to look backward. Like all innovation, vintage innovation is disruptive. But it’s disruptive by pulling us out of present tense and into something more timeless. This isn’t meant to be nostalgic. There are certainly horrible things in the past that we don’t want to repeat. However, in the ed tech drive toward collective novelty, we often miss out on the classic and the vintage. According to kensi gounden, here are ten ways you can embrace the vintage in your classroom. Sketch-Noting Commonplace Books Prototyping with Duct Tape and Cardboard Apprenticeships The Natural World Play Socratic Seminars Games and Simulations Experiments Manipulatives A garden is valuable but students can videochat with an expert at a greenhouse. It’s powerful to bring in World War II soldiers to talk face-to-face about their experiences. There’s something amazing about the vintage element of human connection. If you need more help regarding vintage innovation you can contact kensigounden, he will definately help you in acieving your goals. #kensigounden #kensi #gounden #sports #education #vintageinnovation #classroom #student #kenseelen business gounden innovation Kenseelan kensi Kensigounden kensigounden kensi gounden business innovator smartwork sports study tips
Kensi Gounden
The Very Difference Between Game Design & 3D Game Development You Always Want to Know Getting into the gaming industry is a dream for many people. In addition to the fact that this area is always relevant, dynamic, alive and impenetrable for problems inherent in other areas, it will become a real paradise for those who love games. Turning your hobby into work is probably the best thing that can happen in your career. What is Game Designing? A 3D Game Designer is a creative person who dreams up the overall design of a video game. Game design is a large field, drawing from the fields of computer science/programming, creative writing, and graphic design. Game designers take the creative lead in imagining and bringing to life video game worlds. Game designers discuss the following issues: • the target audience; • genre; • main plot; • alternative scenarios; • maps; • levels; • characters; • game process; • user interface; • rules and restrictions; • the primary and secondary goals, etc Without this information, further work on the game is impossible. Once the concept has been chosen, the game designers work closely with the artists and developers to ensure that the overall picture of the game is harmonized and that the implementation is in line with the original ideas. As such, the skills of a game designer are drawn from the fields of computer science and programming, creative writing and graphic design. Game designers take the creative lead in imagining and bringing to life video game stories, characters, gameplay, rules, interfaces, dialogue and environments. A game designer's role on a game development outsourcing team differs from the specialized roles of graphic designers and programmers. Graphic designers and game programmers have specific tasks to accomplish in the division of labor that goes into creating a video game, international students can major in those specific disciplines if desired. The game designer generates ideas and concepts for games. They define the layout and overall functionality of the Game Animation Studio. In short, they are responsible for creating the vision for the game. These geniuses produce innovative ideas for games. Game designers should have a knack for extraordinary and creative vision so that their game may survive in the competitive market. The field of game design is always in need of artists of all types who may be drawn to multiple art forms, original game design and computer animation. The game designer is the artist who uses his/her talents to bring the characters and plot to life. Who is a Game Development? Games developers use their creative talent and skills to create the games that keep us glued to the screen for hours and even days or make us play them by erasing every other thought from our minds. They are responsible for turning the vision into a reality, i.e., they convert the ideas or design into the actual game. Thus, they convert all the layouts and sketches into the actual product. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design. 3D Game development involves bringing these ideas to life. Developers take games from the conceptual phase, through *development*, and into reality. The Game Development Services side of games typically involves the programming, coding, rendering, engineering, and testing of the game (and all of its elements: sound, levels, characters, and other assets, etc.). Here are the following stages of 3D Game Development Service, and the best ways of learning game development (step by step). • High Concept • Pitch • Concept • Game Design Document • Prototype • Production • Design • Level Creation • Programming
GameYan
As Atari already had a side-business in distributing pinball machines*, they were able to install the first Pong prototype that August (1972) in one of their locations, a downbeat little bar called Andy Capp’s, in Sunnyvale, California, which was notable only in that it had an unusually large games room – several pinball machines, a jukebox and a Computer Space cabinet. To give you some indication of what sort of environments Atari operated in initially, Steve Bristow (another old contact previously employed by Ampex) was brought in to collect money on the route, and would frequently take his wife along for the ride, carrying a hatchet. She would have taken a gun, but they couldn’t get a permit.
Steve McNeil (Hey! Listen!: A journey through the golden era of video games)
Campaigns A “humble campaign” is very similar to Sean and Alan’s approach: launch a small campaign as your first project to learn the ropes, then launch a more ambitious project later. Humble campaigns aren’t meant to raise $100,000+ from thousands of backers, though. They have humble ambitions. Not only is this good for running the campaign itself, but it also gives you the opportunity to learn how to create and ship something without the pressure of thousands of backers. The other benefit of a humble campaign is that it’s not as all consuming as a big, complex project. You might actually get to sleep and eat on a regular schedule during a humble campaign. A prime example of a humble campaign is Michael Iachini’s light card game, Otters. In a postmortem blog post6 following his successful campaign ($5,321 raised from 246 backers), Michael outlined the five core elements of a humble campaign: • Low funding goal Keep the product simple and find a way to produce it in small print runs. • Paid graphic design Just because a campaign is humble doesn’t mean it shouldn’t look polished and professional. • Creative Commons art The cards in Otters feature photos of actual otters downloaded from Google Images using a filter for images that are available for reuse (even for commercial purposes, pending credit to the photographers). • Efficient marketing Instead of spending every waking hour on social media, Michael targeted specific reviewers and offered them prototype copies of Otters before the campaign. All he had to do during the campaign was share the reviews when they went live. • Limited expandability Michael offered exactly two stretch goals (compared with dozens for many other projects) and one add-on. In doing so, he intentionally limited the growth potential for the project. You might read this and wonder why you would want to run a humble campaign for $12K or $5K when you create something that could raise $100K. Aside from the standard cautionary tales about letting a project spiral out of control, maintaining a manageable project is like having a summer internship before jumping into a career at an unknown organization. It gives you the chance to poke around, experience the pros and cons firsthand, and make a few mistakes without jeopardizing your entire future.
Jamey Stegmaier (A Crowdfunder’s Strategy Guide: Build a Better Business by Building Community)
ADD A BUZZER TO YOUR GAME Congratulations: You’ve finished the last project in the book! Now, it’s up to you to decide what to make next. If you’re not sure where to start, why not add more circuits to your reaction game? The LED in the middle is where you want the light to stop, and I suggest adding a sound circuit to bring some excitement to hitting your target. To do this, you could use an active buzzer like the one in “Project #2: Intruder Alarm” on page 11, as shown in this partial circuit diagram. The darker part of this circuit shows new components you’d need in order to add a buzzer to the reaction game project. The lighter components are just a section of the original circuit diagram. Connect the positive leg of the middle LED through a 1 kΩ resistor to the base of an NPN transistor. Then connect the buzzer to the transistor’s collector. Connect the positive side of your battery to the other side of the buzzer, and connect the negative side of the battery to the transistor’s emitter. You should end up with a circuit that makes a little beep every time the light passes the middle LED. If you can stop the light on the middle LED, the buzzer should beep continuously to indicate that you’ve hit the main target. When you’ve customized the game to your liking, solder it onto a prototyping board. Maybe you’ll even want to place it in a nice box to hide the electronics and show only the buttons and LEDs.
Oyvind Nydal Dahl (Electronics for Kids: Play with Simple Circuits and Experiment with Electricity!)
Mr. Winterborne," Pandora asked, her blue eyes lively with interest, "where do these board games come from? Who invents them?" "Anyone who designs one could contract a printer to make some copies." "What if Cassandra and I make one?" she asked. "Could we sell it at your store?" "I don't want to make a game," Cassandra protested. "I only want to play them." Pandora ignored her, focusing intently on Rhys. "Come up with a prototype," he told her, "and I'll take a look at it. If I think I can sell it, I'll be your backer and pay for the first printing. In return for a percentage of your profits, of course." "What is the usual percentage?" Pandora asked. "Whatever it is, I'll give you half." Raising one brow, Rhys asked, "Why only half?" "Don't I deserve the in-law discount?" Pandora asked ingenuously. Rhys laughed, looking so boyish that Helen felt her heart quicken. "Aye, that you do.
Lisa Kleypas (Marrying Winterborne (The Ravenels, #2))
Try Stuff. When you have a bias to action, you are committed to building your way forward. There is no sitting on the bench just thinking about what you are going to do. There is only getting in the game. Designers try things. They test things out. They create prototype after prototype, failing often, until they find what works and what solves the problem.
Bill Burnett (Designing Your Life: How to Build a Well-Lived, Joyful Life)
Woz was equal parts programming genius and mischievous prankster, known around the San Francisco Bay Area for running his own dial-a-joke phone number. In computers, Woz found the perfect place to combine his humor and his math skills, creating a game that flashed the message "Oh Shit" on the screen when the player lost a round. Jobs recruited Woz to design Breakout, a new game for Atari. This alchemy of Jobs's entrepreneurial vision and Woz's programming ingenuity gave birth to their company, Apple. Created in 1976, the first Apple computer was essentially a prototype for the Homebrew crowd, priced devilishly at $666.66.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
Leadership is not a sports game. That is why it does not require players. It only requires role players because leadership is about real life.
Gift Gugu Mona (The Effective Leadership Prototype for a Modern Day Leader)
Derivatives salesmen typically played chess or mathematical computer games in their spare time. Derivatives salesmen typically did not shoot things. Scarecrow was the antithesis of the prototypical derivatives salesman. His nickname was apt. He had neither a math degree nor an enormous brain. When Scarecrow aimlessly whistled “If I Only Had a Brain,” no one stepped forward to disagree. What, then, was he doing in derivatives? Over time the salesmen asked that question less and less as they realized why Scarecrow had succeeded in selling derivatives. Ultimately, Scarecrow’s military talents proved far more valuable than mere math skills. He and others were able to persuade the rocket scientists that shooting was more effective than thinking. This was the key to Morgan Stanley’s new philosophy. As Scarecrow’s views proliferated, mathematical theorems were replaced by pseudo National Rifle Association slogans: Derivatives don’t kill people, people kill people. When derivatives are outlawed, only outlaws will have derivatives. The traders and salesmen tossed their math journals in the garbage and bought copies of Sun Tzu and other military how-to books. The results were favorable. As Scarecrow’s ideas about the art of war caught on, the derivatives group started to make some serious money.
Frank Partnoy (FIASCO: Blood in the Water on Wall Street)
Me: I told you, I’ll get fired if I dothat. Logan: Come on, sis. Live a little. Weston: As an officer of the law I must remind you…it’s only illegal if you get caught. Me: Guys, I don’t know…I really like myjob. Owen: You’d be the coolest sister ever if you didthis. Me: I’m already the coolest sister. Logan: Dean’s only getting marriedonce. Owen: That’s debatable. I still don’t see how Kara puts up with his ass. Think of it this way, Q: it’s the only bachelor party we’re throwing forhim. Me: Maybe…it’s risky. We’re still working bugs out of the prototype. I wouldn’t want you guys to gethurt. Dean: You guys are assholes. Mom told me the Batmobile isn’t real and all that footage isfake. I crack up,reading Dean’s text twice. We’ve been going at this all day, with my other brothers trying to convince me to let them take the Batmobile out for the bachelor party. Weston: It took MOM telling you it’s not real for you to get it? Jackson never once bought intoit. Owen: And he’s fucking THREE YEARSOLD Logan: hahaha you’re never living this down, bro I send a carefully doctoredphoto of me sitting behind the wheel of the Batmobile to the group text, still laughing as I imagine Dean’s pouting face rightnow. Me: I guess it’ll just be me in this bad boy then. So long, suckers! Logan: He’s believed this for FOUR FUCKING MONTHS, guys Owen: I didn’t think we could keep it going for thatlong. Weston: Q and I get all the credit. Dean: Again. Assholes.
Emily Goodwin (End Game (Dawson Family, #2))
minimum viable ecosystem (MVE) means something else. It is not targeted at exploring consumer demand. Rather, it is targeted at aligning the partners that you need to build your value architecture and to deliver your value proposition (which, to be sure, itself must be selected on the basis of deep customer insight). The MVE is less about prototyping and more about attracting and aligning. It provides the foundation that you can use to attract an initial subset of partners, which serves to attract the second subset, then the third, and so on.
Ron Adner (Winning the Right Game: How to Disrupt, Defend, and Deliver in a Changing World (Management on the Cutting Edge))
As you consider games in your learning suite, test some prototypes to gather data most relevant to your setting.
Ruth Colvin Clark (Evidence-Based Training Methods: A Guide for Training Professionals)
Design isn’t about getting your way, it’s not about being a great genius or auteur who is followed by everyone else on the team, and it’s not even about doing a great job of communicating your vision to the rest of the team. Design isn’t about you; it is about the project. Working as a game designer is about collaborating with the rest of the team, compromising, and above all listening.
Jeremy Gibson (Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#)
FATHER OF THE COMPUTER Alan Turing was sneered at for not being a tough guy, a he-man with hair on his chest. He whined, croaked, stuttered. He used an old necktie for a belt. He rarely slept and went without shaving for days. And he raced from one end of the city to the other all the while concocting complicated mathematical formulas in his mind. Working for British intelligence, he helped shorten the Second World War by inventing a machine that cracked the impenetrable military codes used by Germany’s high command. At that point he had already dreamed up a prototype for an electronic computer and had laid out the theoretical foundations of today’s information systems. Later on, he led the team that built the first computer to operate with integrated programs. He played interminable chess games with it and asked it questions that drove it nuts. He insisted that it write him love letters. The machine responded by emitting messages that were rather incoherent. But it was flesh-and-blood Manchester police who arrested him in 1952 for gross indecency. At the trial, Turing pled guilty to being a homosexual. To stay out of jail, he agreed to undergo medical treatment to cure him of the affliction. The bombardment of drugs left him impotent. He grew breasts. He stayed indoors, no longer went to the university. He heard whispers, felt stares drilling into his back. He had the habit of eating an apple before going to bed. One night, he injected the apple with cyanide.
Eduardo Galeano (Mirrors: Stories of Almost Everyone)
If people are in disagreement on how a certain element functions in the game, do not waste time trying to convince the dissenter that the idea is good. Instead, spend the time prototyping the idea, get some actual gameplay feedback on the fun factor, and make adjustments or change the functionality based on this information.
Heather Maxwell Chandler (The Game Production Handbook)
Plan to throw away all sound, art, and code created for a prototype. That way your artists, audio people, and programmers can work quickly without worrying about having to debug their content later. Trying to build production-quality assets during preproduction just slows the process down. Once
Ernest Adams (Fundamentals of Game Design)
Sourcing has become a commodity. We changed the game. We bring strategy, business skills and end to end fulfillment from prototyping to manufacturing to shipping to warehousing to your customer’s door PLUS strategy and tactics so you actually make real money. We (PROUDUCT) brought value back to sourcing.
Richie Norton
Software,” as the venture capitalist Marc Andreessen has proclaimed, “is eating the world.” It’s true. You use software nearly every instant you’re awake. There’s the obvious stuff, like your phone, your laptop, email and social networking and video games and Netflix, the way you order taxis and food. But there’s also less-obvious software lurking all around you. Nearly any paper book or pamphlet you touch was designed using software; code inside your car helps manage the braking system; “machine-learning” algorithms at your bank scrutinize your purchasing activity to help spy the moment when a criminal dupes your card and starts fraudulently buying things using your money. And this may sound weirdly obvious, but every single one of those pieces of software was written by a programmer—someone precisely like Ruchi Sanghvi or Mark Zuckerberg. Odds are high the person who originally thought of the product was a coder: Programmers spend their days trying to get computers to do new things, so they’re often very good at understanding the crazy what-ifs that computers make possible. (What if you had a computer take every word you typed and, quietly and constantly and automatically in the background, checked it against a dictionary of common English words? Hello, spell-check!) Sometimes it seems that the software we use just sort of sprang into existence, like grass growing on the lawn. But it didn’t. It was created by someone who wrote out—in code—a long, painstaking set of instructions telling the computer precisely what to do, step-by-step, to get a job done. There’s a sort of priestly class mystery cultivated around the word algorithm, but all they consist of are instructions: Do this, then do this, then do this. News Feed is now an extraordinarily complicated algorithm involving some trained machine learning; but it’s ultimately still just a list of rules. So the rule makers have power. Indeed, these days, the founders of high-tech companies—the ones who determine what products get created, what problems get solved, and what constitutes a “problem” in the first place—are increasingly technologists, the folks who cut their teeth writing endless lines of code and who cobbled together the prototype for their new firm themselves. Programmers are thus among the most quietly influential people on the planet.
Clive Thompson (Coders: The Making of a New Tribe and the Remaking of the World)