Conversation
"Fake-screen it until you make it" https://charlesboury.fr/articles/fake-screen-it.html

Some adjacent thoughts: considering fake screens from a more general (non-art-specific) view, you could lay out an entire game and its main mechanics and flow within the first 30 minutes of development, by making fake screens for each distinct state of the game, maybe as a presentation so you'd be able to click through the game states. Then you could sort of "draw the rest of the owl" by "implementing" each fake screen, while keeping the game "playable" from start to finish from the beginning. At least I'd see this as useful for jams. Might help in making the scope of the game more intuitive?
1
1
4

@neon this is how i actually do it (when the scope allows for building from a mockup vs some complicated tech thing)

1
0
1
@Triplefox Nice! I can see it being not really applicable to some weirder or technically complex designs, but I'll definitely try it out the next time I make something.
0
0
0