算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
prototype-scope-definer【设计与创意】Define the minimum buildable artifact that tests the core design hypothesis. Prevent over-building before validation. Use this skill when: (1) defining what a prototype must include to test the core hypothesis, (2) making build-vs-fake decisions (what must be real, what can be placeholder), (3) setting aesthetic fidelity targets for a prototype, (4) …
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The prototype exists to answer one question: "Does this work?" Everything in the prototype must serve that question. Everything that doesn't is scope creep.
Build the minimum artifact that tests your riskiest assumption. Not the whole game. Not even a representative slice. Just enough to validate or invalidate the hypothesis that matters most right now.
Every prototype tests a hypothesis. State it clearly:
WE BELIEVE: [The design assumption being tested]
WE WILL KNOW: [What evidence would validate or invalidate this?]
WE WILL TEST BY: [How the prototype creates conditions for this evidence]
SUCCESS LOOKS LIKE: [Specific, observable criteria]
FAILURE LOOKS LIKE: [Specific, observable criteria]
Multiple hypotheses: Rank risky assumptions. Test the riskiest first. Don't try to test everything at once.
What's in and what's not:
ELEMENT IN PROTOTYPE FIDELITY RATIONALE
──────────────────── ────────────── ────────────── ──────────────────
[Game element] [Yes/No/Fake] [Placeholder/ [Why this decision?]
Functional/
Polished]
Fidelity levels:
Decision framework:
For each system in the game:
SYSTEM BUILD? FAKE HOW? WHY?
────────────── ──────── ──────────────────────── ──────────────────
Core loop Real N/A This IS the test
Combat Real Simplified rules Core to hypothesis
Economy Fake Fixed handouts Not testing this
Progression Fake Manual level-up Not testing this
Narrative Fake Text cards/verbal Not testing story
UI Fake Paper/whiteboard Not testing usability
AI Fake Human-controlled Quality not in scope
Tabletop-specific fakes: Index cards for printed cards, borrowed tokens, handwritten rules, verbal narration for flavor text.
Digital-specific fakes: Greybox environments, programmer art, hard-coded values, debug UI, no save system.
How polished based on what you're testing:
TESTING FOR: FIDELITY NEEDED:
──────────────────────── ──────────────────────────────
Core mechanic feel Functional — must work correctly
Emotional response Medium — enough atmosphere to evoke
Visual identity High — testing art direction itself
Game feel (juice/weight) High — feel IS fidelity
Social dynamics Low — people create their own energy
Strategic depth Low — ugly games reveal deep strategy
Define before building, not after.
Quantitative (measurable): Completion rate, time-on-task, choice distribution, retry rate.
Qualitative (observable): Emotional reactions, unprompted comments, body language, social dynamics.
Kill criteria (hypothesis is dead if): 2-3 observations that conclusively invalidate the core assumption. Not "needs polish" but "the idea doesn't work."
Paper Prototype — Hours to build. Tests mechanics, decisions, turn structure. Works for any game, even digital.
Digital Greybox — Days to build. Tests spatial design, movement, timing. For games with spatial or real-time elements.
Vertical Slice — Weeks to build. Tests complete core experience near-final quality. For publisher/investor validation.
Wizard of Oz — Hours to build. Human simulates AI/procedural systems. Tests complex systems cheaply.
This skill produces:
These outputs feed into: