Choosing an Authoring Tool
Computer Game Developers Conference, 26 April - 29 April, 1997, Santa Clara, CA
"Choosing an Authoring Tool" Handout
Jamie Siglar, Castle Moose, Inc.
- Storyboard or Functional Outline
- Analyze your content for features and context of content and interactivity
- Prioritize your feature needs -- both content and interactivity
- Create a prototype design document to benchmark possible authoring tools
- Investigate your Tools
- Read the feature lists; any tool under serious consideration needs to work perfectly with your top priority content and interactivity
- Obtain the "save disabled" or "time limited" demo versions of the tool; if not available, purchase on a "30-day return" so that if it won't suit your needs, you haven't laid out money for the wrong tool. Don't believe the hype about a tool; test it to see if the way the feature is supported will work with your content and design.
- Build your benchmark (from your prototype document) prototype and test; eliminate tools which are bad fits.
- Select the best match
- Decide what to do about features that your chosen tool can't support.
- Re-design to drop unsupported features
- "Roll-your-Own" feature support via coded externals -- including 3rd-party products
- Build a "real" proof-of-concept prototype to test any additional requirements.
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