Game Prototyping

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.
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Game Prototyping
Medium
from 3 business days to 2 weeks
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Game Prototyping

A prototype answers one question: does the idea work? Not "is it pretty," not "is it ready for release" — does the core mechanic work so you want to play it. A week spent prototyping saves two months of production on a mechanic that turns out boring.

What a real prototype is

A prototype isn't a "quick version of the game." It's a tool to test a hypothesis. Each prototype must have a specific question: "Is managing a character with inertial movement interesting?", "Does tactical pause work in real-time?", "Does the combo system feel satisfying?"

Without a clear question, prototyping becomes early production — with "proper" architecture, beautiful assets, and lots of features, none of which are validated.

Speed matters more than clean code

In a prototype MonoBehaviour singletons — normal. Hardcoding numbers right in a method — acceptable. if/else instead of State Machine — OK. Goal — get a playable vertical slice in 2-5 days, not architect for years.

This doesn't mean "write garbage." This means making conscious tech debt decisions: this hack is acceptable now because we're throwing out this code after validation.

Tools for speed:

  • Unity Prototype Kit (built-in primitives, ProBuilder for quick geometry)
  • Kenney Assets and other placeholder libraries — free, neutral, don't distract from art
  • DOTween — quick tweens without Animator setup
  • Odin Inspector — custom inspectors in minutes, speeds up designer iteration

Prototype types and timelines

Paper prototype — zero cost, maximum speed. Cards, cubes, paper tokens. For mechanics with clear rules (turn-based, card game, puzzle) — mandatory first step before code. Validates logic in hours.

Gameplay prototype — only one mechanic in isolation. Empty scene, cubes instead of characters, debug text only. Tests feel — how management feels, how pleasant the physics, does the core loop work.

Vertical slice — developed fragment of the game: one full mechanic with final assets and UI. Used for attracting investment, pitching, or internal alignment.

Prototype Type Timeline Goal
Paper prototype 1-2 days Validate logic and rules
Gameplay prototype 3-7 days Test game feel
Technical prototype 3-10 days Test feasibility
Vertical slice 2-4 weeks Presentation, investors

What a prototype doesn't teach

A prototype doesn't show retention. "Fun to play 10 minutes" ≠ "want to return daily." Long-term engagement only validates through extended playtests with real users — different stage.

A prototype doesn't check scalability. Mechanics working with 10 objects may crash with 1000. Technical feasibility — separate question needing separate technical prototype.

Work process

Day 1: Hypothesis formulation. What exactly are we testing? What must be true for the mechanic to work? What are success criteria?

Day 2-4: Implement minimum. Only what's needed for the question. No "while we're at it, do it properly."

Day 5-7: Playtesting. 5-10 people from target audience. Watch what they do — not what they say. Record Gameplay Session via OBS or Loom.

Outcome: Decision. Continue → iterate → reject. The third option — also good result. Better to know an idea doesn't work in a week than three months.

Cost calculated after clarifying prototype type and specific mechanic to validate.