Aeronaut wrote: But I wouldn’t necessarily begin with polished graphics. Too easy to have a change in art direction in mid-development. The point in my mind is to proceed using what we have in hand right now, which is good enough graphics to test game design and play.
Of course: pages 1 & 3 of my sketch are easily constructed with approximate graphics, the bulk of it will be in page 2…
On a side note, you should consider that many casual games (i.e. mobile or FB/web) nowadays are born in ad agencies, as part of ad campaigns or specifically directed by the customer to promote the brand: things change when there’s an actual company behind, of course, that wants to sell the game and can afford the funding, but that’s not our case right now.
With such a workflow, all the graphics is defined well before any line of code is written, because it has to be approved in mock-ups, and the developer is called late in the process, so the “change in art direction” just doesn’t happen as often! Subsequently, many of the possible tools (see my next post) require the actual graphics to be there, or suffer later to reorganize all…
The best bet would probably be to proceed in parallel, if at all possible…