Prototype Fast
Get a mechanic into a player's hands fast to learn whether it's worth building. The output of a prototype is a decision (keep / kill / refactor), not a product. Optimize for learning speed, and decide up front whether the code is throwaway or load-bearing.
When to use
- Use when validating a single mechanic or "what if", building a vertical slice / MVP,
greyboxing a level or interaction, or de-risking an idea before committing real time.
- Use when the user says "just get something playable", "is this fun?", or "rough it in".
*When not to use:* a timed competition with a deadline and a submission (use game-jam); shipping or updating a real release (use steam-publish / itch-publish); building the production version of a validated feature (use the engine/genre skill directly).
Core workflow
- Write the one question. State the single thing the prototype must answer, e.g.
"Is grappling-while-falling satisfying to control?" If you have two questions, build two prototypes. A prototype that tests everything tests nothing.
- Decide throwaway vs keep — before you write code. Throwaway (a spike): hard-code,
no architecture, delete after. Keep: still rough, but folder/names you can grow. Most prototypes should be throwaway; pretending otherwise is how prototypes rot into the shipping codebase.
- Set a hard timebox (30-90 min for a mechanic; one sitting for a slice) and a visible
timer. The constraint is the point — it forces you to test the core idea, not the trim.
- Greybox everything non-essential. Primitives for art (boxes, circles, capsules),
built-in fonts, one debug sound or none. Spend zero minutes on anything the question doesn't depend on.
- Instrument for the question. Add on-screen debug text / gizmos that show the thing you
are judging (speed, distance, timing window). You're measuring, not decorating.
- Playtest immediately and honestly. Play it yourself, then hand it to one other person
without explaining the controls. Watch where they struggle.
- Make the call against your kill criteria (below). Keep → schedule the real build and
rewrite, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow the question and spike again.
Patterns
1. The prototype brief (fill this in before coding)
QUESTION: The one thing this must prove (binary if possible).
CORE VERB: The single action the player repeats.
THROWAWAY?: yes -> hard-code freely, delete after. no -> minimal structure to grow.
TIMEBOX: e.g. 60 min. Stop when it rings, even if unfinished.
KEEP IF: observable signal that means "fun / worth building" (see kill criteria).
KILL IF: observable signal that means "stop".
2. Greybox the core loop, fake everything else (engine-agnostic pseudocode)
# Only the CORE VERB is real. Visuals are primitives; systems are stubs.
on update(dt):
read_input()
apply_core_mechanic(dt) # the ONLY thing you're testing — make this feel right
draw_primitive(player) # a box. not a sprite. not animated.
draw_debug_hud(speed, timing) # show the numbers you're judging
# enemies, menus, save, audio, art -> stubbed or absent until the verb proves out
3. Kill criteria — make the keep/kill call observable, not emotional
KEEP when, with placeholder art:
- a fresh player does the core verb on purpose within ~30s, unprompted, and
- you (or they) repeat the loop "one more time" without being asked.
KILL when:
- the verb only feels good after you explain it, or
- making it fun needs systems far beyond the prototype's scope, or
- you're adding art/levels to avoid admitting the verb is flat.
REFACTOR when one variable is clearly off (too slow, window too tight) -> retune, retest.
4. Containment: keep a spike out of the shipping codebase
prototypes/<idea-name>/ # separate folder or project, never imported by main game
- hard-coded values, single file ok, magic numbers welcome
- committed on a throwaway branch (or not at all)
Rule: a "keep" decision authorizes a REWRITE in the real project, not a copy-paste of the
spike. Prototype code carries prototype assumptions; shipping it ships the assumptions.
Pitfalls
- Polishing too early. Art, menus, and audio make a flat mechanic look finished and
delay the verdict. Greybox until the verb is proven.
- No kill criteria. Without a written "kill if", every prototype "has potential" and
nothing gets cut. Decide the signal before you're attached to the code.
- Building systems instead of the mechanic. Inventory, save/load, and settings are not
the question. Stub them.
- The spike becomes the product. Throwaway code promoted to production is technical debt
with a fun origin story. Rewrite on a keep.
- Prototyping in the real codebase. It tangles experiments with shipping systems and
makes the spike expensive to delete. Use a separate folder/project.
- Testing only yourself. You know the controls and the intent. One uncoached outside
player reveals more in two minutes than an hour of self-play.
References
- For working under a hard external deadline and submitting, read the
game-jamskill. - For the engine-specific core loop you'll greybox in, read that engine's skill
(godot-gdscript, phaser-core, love2d-core, unity-csharp-scripting, …).
Related skills
game-jam— same scope discipline applied to a timed competition with a submission.- Engine cores and genre skills — where a "keep" decision gets rebuilt properly.










