Rapid Prototyping
The Problem
Our game consists of many unique and wacky mechanics, many of them are unproven in terms of game feel.
For example, how should the player switch views between the monitors and the rest of the terminal? While we intend for the player to look back and forth as part of our gameplay pillar of "Divided Attention", the monitors are the only way to interface with Conor and players might feel cheated if information are restricted unfairly.
The Solution
As a technical designer, I prototyped a lot of the core mechanics in the game early AND quickly (within days): from the monitors to the crank, from levers to signing pads. Then I would present the prototype to the team, asking them for feedback and observing their playthroughs. Through this process, we were able to create a ranking of the mechanics by "fun-ness", allowing us to narrow down on the unqiue game feel and prioritize the core features that we ended up with.