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How to prototype before you commit

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Chapter 26 of 26 · Prototyping, testing and accessibility
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Build a small, ugly prototype that tests your biggest risk before you commit to production. Imagination is a poor simulator, so only a playable test tells you whether an idea is fun, viable and worth years of work.

2 Key takeaways

the best game designers know that their brains are horrible smelly liars.

Mark Brown, Game Maker's Toolkit

2.1 Pick the risk your prototype must answer

Prototype your scariest question, not the whole game
Crude whole gameRisk-first prototype
Starts withShip gen, AI, galaxy economyOne named question
ScopeEvery system, roughlyJust the core mechanic
Art, story, musicBuilt alongsideBanned until fun is proven
What you learnThe fun, late and by accidentIs it fun, viable, liked?
You can fix bugs and redraw art later, but nothing fixes a core that isn't fun.

A prototype is a small test of your scariest question, not a crude version of the whole game.

  • Prototype only the biggest risks. Mark Brown and Luke Muscat, Game Maker's Toolkit14:45
    • Ask the big questions first: is it fun, is it viable, will people like it.
    • Name the question before you build, because a fuzzy premise will not find the fun for you.
    • Tom Francis hoped that going inside spaceships would pay off as it had in Gunpoint. He built ship generation, AI, combat and a galaxy map with an economy before finding that on-ship combat was the best part of Heat Signature Mark Brown, Game Maker's Toolkit7:37.
  • Test the core mechanic before art, story, music or code polish. Mark Brown, Game Maker's Toolkit6:55
    • You can fix bugs and redraw graphics, but you cannot fix a game that is not fun.
    • Carter's Curse had sprites, cutscenes and juicy menus, but its Picross-fighting gameplay was shallow and dull. Mark said he had built a house on shaky foundations.
  • Read the build effort as a feasibility check.
  • Prototype art, camera and story when they are the risk. Mark Brown and Luke Muscat, Game Maker's Toolkit3:56
    • The Thronefall team made separate prototypes just to test art styles and camera angles.
    • Pixar often makes a whole film as a rough comic book animatic with stand-in voices to check the story.
    • Mark made his Mind Over Magnet sprites long before the final camera. Large sprites in a 1280 by 720 room scale cleanly to 720p, 1440p and 4K, but not to 1080p, the most common Steam resolution Mark Brown, Game Maker's Toolkit5:45.

2.2 Build it fast, ugly and disposable

Use the cheapest tools and materials that answer your question, and ban everything else.

  • Decide up front what is off limits. Mark Brown, Game Maker's Toolkit10:33
  • Borrow engine tools and scripts for solved problems. Mark Brown, Game Maker's Toolkit16:28
    • Mark found Unity's point effector, which works as a magnetic field, and downloaded a character controller. Understand what you borrow.
    • Pick a small, readable controller you can adapt. Mark chose Shinjingi's over tarodev's and Mix and Jam's, because less code is easier to bend Mark Brown, Game Maker's Toolkit2:04.
    • Fujibayashi used the Breath of the Wild engine to attach spinning dungeon cogs to a slab for a car, then built a cannon from a tube, a bomb and a ball Mark Brown, Game Maker's Toolkit1:16.
    • When prototyping a UI, one script spawned about 100 echo items from wiki images in one click, so five menu ideas could be tried quickly Mark Brown, Game Maker's Toolkit6:10.
  • Prototype in whatever medium answers the question fastest. Mark Brown and Luke Muscat, Game Maker's Toolkit10:23
    • Thatgamecompany prototyped Journey in Macromedia Flash before making anything for PlayStation 3. Storyteller's developers used cardboard mock-ups, and Mark used Scrabble tiles and handmade cards for Word Play.
    • For a simulation with many interlocking systems, test it in a spreadsheet or a tabletop game before coding Mark Brown and Luke Muscat, Game Maker's Toolkit11:06.
    • Locator's developer ran a detective prototype over Discord by sharing sketches and asking players what they would do next. Kojima planned Metal Gear Solid levels in Lego viewed through a tiny camera.
    • A prototype does not have to be playable. Ori and the Blind Forest started as simple animations Mark Brown and Luke Muscat, Game Maker's Toolkit11:42.
  • Use placeholder shapes and tiles until the design is locked.
    • Splatoon's prototypes had you controlling a big white block. The squid kids came later, as a character that could swim in ink and separate inking from swimming Mark Brown, Game Maker's Toolkit6:55.
    • Mind Over Magnet used one plain blue tile set with no decoration, so Mark could move elements and restart levels while focusing only on puzzle design. He painted over the layouts once they were finished Mark Brown, Game Maker's Toolkit5:28.

2.3 Keep it small, sketch first, block out for real

Many small, specific tests beat one big crude copy of the game.

  • Make each prototype a tiny sample of one feature, and make many. Mark Brown and Luke Muscat, Game Maker's Toolkit12:07
    • Keep gameplay, art, technical and audio prototypes in separate project files.
    • Fiddling in the engine can spark ideas that brainstorming would not.
  • Sketch many scenarios with one mechanic before building any. Chris McEntee, Moon Studios1:58
    • Take the elements you have and create as many unique situations as you can on paper.
    • Chris sketched collapsing platforms used to force a drop and a double jump, and used to guide a projectile across a room by breaking every platform.
  • Give a new ability a clear job by sketching what is impossible without it. Chris McEntee, Moon Studios4:16
    • Recreate those sketches as blockouts and hand them to programmers as the target for how it should play.
    • In Ori, spikes block a wall jump, but digging through the wall launches you out. A dive into sand and a dash clears spikes that a normal jump would hit.
  • Block out spaces with the real camera and controller. Mark Brown and Evan Hill, Naughty Dog2:00
    • You only know a space works once you can play it in 3D, before any art exists.
    • Evan Hill built the museum level in blockmesh with Ellie's real controller and camera.

2.4 Play it, and read what it tells you

Put the prototype in front of players early, and judge the feeling, not the concept.

  • Playtest within days, even with one rough room. Mark Brown, Game Maker's Toolkit9:24
    • Early problems leave time for a real redesign, while late fixes become band-aids. Early tests also stop you investing art and audio in a mechanic that may be cut.
    • Kim Swift's team ran Portal playtests one week in, with one half-finished room and orange textures.
    • Half-Life's first attempt could not be played all the way through, so Valve scrapped it. In the restart they began playtesting about three months in, with random gamers recruited from game shops and registration cards Mark Brown, Game Maker's Toolkit5:54.
    • Rare filmed Phil Spencer and colleagues playing a rough Sea of Thieves, which showed it would produce cooperation and banter Mark Brown and Luke Muscat, Game Maker's Toolkit5:41.
  • Test whether the core feeling is right.
  • Cut controls and systems that players cannot easily learn or feel.
    • DON'T NOD prototyped four-limb climbing on four shoulder buttons and a stick-coil jump. Both were hard to teach and execute, so they settled on holding the jump button to charge Mark Brown, Game Maker's Toolkit3:56.
    • Playtest several versions of a resource system and drop the punishing or confusing ones Mark Brown, Game Maker's Toolkit11:59.
    • Jusant's stamina tried per-arm bars, ground-only regeneration, rope-only regeneration and a forced descent. It ended as one stamina that refills any time you click the left stick.

2.5 Follow what the prototype teaches

Rebuild the game around its most fun part
Gabe Cuzzillo let the prototype, not his original plan, decide what Ape Out became.

A prototype is also a way to find better ideas, so let failures and accidents steer you.

  • Rebuild the game around the most fun part. Mark Brown, Game Maker's Toolkit0:59
    • Look to the game itself to find where development should lead, not to your plans.
    • Ape Out began as a time-looping stealth game. Gabe Cuzzillo found that holding guards hostage and throwing them at walls was the best part, so he cut stealth and time loops and made the hero a 300-pound gorilla.
    • Rebuilding is a cheap chance to find a better version. Swapping Mark's sprite for a magnet made the character hold a magnet instead of being magnetic, and with two entities "the ideas just started flowing" Mark Brown, Game Maker's Toolkit14:46.
  • Turn happy accidents into features.
    • Seb Liese forgot to attach a physics rope to the ceiling. It fell and coiled in an interesting way, so he made it controllable and added a head, which became Snake Pass Mark Brown, Game Maker's Toolkit2:09.
    • Rollerdrome's devs found they could clip through enemies unharmed with the right dodge timing. They kept it as the perfect dodge instead of patching it Mark Brown, Game Maker's Toolkit7:06.
  • Try several quick answers when you do not know the solution, and learn from the ones that fail. Mark Brown, Game Maker's Toolkit5:09
    • Diablo 3 tried diluted potions, healing only when unseen, and healing after three seconds without damage.
    • Players chugged four potions, enemy awareness was unclear, and players ran away passively. The last failure pointed to health orbs dropped by killed enemies, which made players aggressive.
  • Treat a failed prototype as a cheap success.

2.6 Move from prototype to production

Prove the architecture with 11 perks, then scale
First version11
Expansion 152
Expansion 274
Expansion 390
Final game160
The first version's perks existed mostly to test functions, and content grew more than fourteenfold once those worked.

When the big questions are answered, plan, rebuild and scale up, and keep testing new ideas before they enter the game.

  • Treat a jam entry as a seed to rebuild. Mark Brown, Game Maker's Toolkit8:57
    • The 48 hour Roller Dome jam game was fiddly and crazy hard, but the core idea held. Paul Rabbitte remade it in 3D, and GIFs of it drew publishers.
    • Superhot, Titan Souls, Baba Is You and Keep Talking and Nobody Explodes also started in jams.
  • Test new functions with a small set, then scale the content. Mark Brown, Game Maker's Toolkit3:00
    • Word Play's first version had 11 perks, built mostly to test functions such as boosting one tile or the whole word.
    • Once the architecture worked, perks grew to 52, 74, 90 and finally 160.
  • Plan once the prototype shows what is fun. Mark Brown, Game Maker's Toolkit3:10
    • An early design document stifles experiments, but afterwards you need a plan to turn loose elements into something you can ship.
    • Mark found a plan essential to finishing Platformer Toolkit, but made none for Mind Over Magnet until two years in.
  • Keep prototyping to settle later decisions, but gate what enters the game.

2.7 Where designers disagree

Some of this advice pulls in opposite directions, and the right call depends on your game and your team.


Sources

Part of Prototyping, testing and accessibility in the growth library.