The bottom line
A prototype is a quick, disposable build that answers one question about a game before real production starts. It lets developers drop or reshape an idea in weeks instead of after years of work.
Key takeaways
- Imagination can't tell you whether a game is fun, so you have to play it. 2:09
- Nintendo designers follow the mantra make before we talk and build something playable before pitching an idea.
- Luke Muscat's one-button Uzi shooter pushed the player backwards with every shot, and it simply wasn't fun to play.
- Building a prototype shows how hard the full game would be to make. 4:30
- If puzzles are easy to make in a puzzle prototype, you know you're somewhere fertile.
- A video rental store prototype took weeks even as a small sample, which showed the full game needed more time than was available.
- Letting other people play it shows whether the game will find an audience. 5:38
- Rare filmed Phil Spencer and colleagues playing a scrappy Sea of Thieves prototype to win a green light.
- A two-day Word Play prototype drew strong feedback, and the finished game sold more than twice the copies of the creator's previous game.
- A failed prototype is a success, because a dead idea costs weeks instead of years. 6:47
- Luke Muscat thought Luck of the Draw might be the smartest thing he'd made, but on release no one cared.
- He cancelled it after a few weeks of work rather than after two years of development.
- Prototypes should answer only the biggest risks, and then production should begin. 14:58
- The Jetpack Joyride prototype had only the jetpack, a roof and some obstacles, and the missions and vehicles that made it stand out came later.
- Prototyping is addictive, but if you never stop making prototypes, you won't make a video game.
You want to learn whether your bridge design works now, not when you're halfway across the river.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Intro
Rushing into production is a common beginner mistake, and a scrappy prototype is the cheaper first step.
- Big games start as rough, throwaway versions. 0:21
- Cuphead's studio made a rough version before drawing thousands of hand-drawn frames.
- Nintendo built a simple top-down 2D Breath of the Wild using Zelda 1 sprites.
- The comparison is a bridge first built from wood, string and zip ties.
- The worry is that this means making a whole other game before the real one.
2:09 Is it fun?
A prototype can test almost any part of a game, not only whether it is fun.
- A prototype can test art, camera and story as well as gameplay. 3:56
- Thronefall's makers built prototypes only to compare art styles and camera angles.
- Pixar often makes a whole film as a comic-book animatic with animators' stand-in voices.
- Pixar does this before it makes a single 3D model.
- Nintendo applies the same habit to Splatoon's ink, Tears of the Kingdom's vehicles and Mario's wonder transformations.
4:30 Is it viable?
Building a prototype shows how long and how hard the full game would be.
- Prototype build time is a guide to total project time. 4:59
- Even a small sample of the video rental store game took weeks.
- A few months later Tiny Bookshop launched with nearly the same idea, done better.
- Hard puzzle making in a prototype signals an uphill battle the whole way.
- Jonas Tyroller made the same point about estimating from the prototype in the previous episode.
5:38 Will people like it?
A playable prototype tests demand in a way a pitch cannot.
- A prototype can show whether a game will be a hit. 7:12
- Luck of the Draw was a roulette-wheel, deck-builder versus mode mixing Luke Be a Landlord and Super Auto Pets.
- Its failure told Luke this isn't it, in a way he hadn't expected.
- Luke would have spent two years on it based on his own enjoyment of playing it.
- The Word Play prototype's enthusiasm kept me going through the rest of development.
7:38 How to prototype
A prototype answers a question quickly, so it can be dropped before real resources go in.
- Speed lets you pivot, tweak or drop a project early. 7:44
- Ideas can be tried and thrown away before time and money are spent.
- The goal is to learn whether the bridge works now, not halfway across the river.
- Four tips follow for getting to the point fast.
8:12 Don't make it flashy
Polish slows a prototype down and distracts from the question, except for the juice that is part of the fun.
- Use ugly, borrowed or free assets, and skip music, UI and clean code. 8:23
- Options include Microsoft Paint art, grey boxes, the default Unreal dummy, stolen sprites and free store assets.
- Story or art can distract playtesters from judging the mechanic.
- A prototype is disposable, so polished work on it is wasted.
- Add only the juice that is part of the fun. 9:16
- Luke says juice can be part of the fun in a visceral game.
- The simple Fruit Ninja prototype still had splatter particles to feel satisfying.
- Spending a month adding 20 effects can bandaid over a core game that isn't fun.
- Luke says you must judge this very honestly.
10:13 Use other mediums
A prototype can live in any tool or material that gets to the idea fast, even one that isn't a game.
- The prototype doesn't need the final engine. 10:18
- Thatgamecompany built a Journey prototype in Macromedia Flash before making anything for the PlayStation 3.
- Storyteller's developers made cardboard mock-ups of assets to try levels outside the game.
- Word Play's loop was explored with Scrabble tiles and a deck of hand-made modifier cards.
- A complex simulation could start as a spreadsheet or a tabletop board game, before any code.
- Odd materials can stand in for a game. 11:06
- The Locator developer ran a prototype over Discord, sharing sketches and asking players what to do next, like a D&D campaign.
- Hideo Kojima planned Metal Gear Solid levels in Lego and viewed them through a tiny camera.
- A prototype doesn't have to be playable. 11:42
- Ori and the Blind Forest began as simple animations to explore moves and attacks.
- Arnt Jensen used a cinematic concept video to hire a team and raise funds for Limbo.
- The point is to test the idea, so the format only needs to be quick.
12:02 Keep them small
A prototype is a tiny sample of one idea, and its small size is what lets you make many of them.
- A prototype tests one feature, not the whole game. 12:07
- It is not just a crap version of the whole game, and it needn't contain every system.
- Keep gameplay, art, technical and audio prototypes in separate project files.
- Small prototypes mean more prototypes, and more answers. 12:35
- Dinosaur Polo Club made almost 20 versions of Mini Motorways before production, each with a new insight.
- More prototypes answer more questions, settle more decisions and remove more risks.
- Fiddling with code and numbers can spark ideas that brainstorming alone wouldn't.
13:21 You don't have to prototype everything
A prototype points you toward fertile ground, and prototyping can be used at any stage, but it has to stop at some point.
- A prototype doesn't give you all the answers. 13:26
- Muscat says it gives confidence you're heading into fertile soil, not knowledge of what you'll plant.
- Jetpack Joyride's challenge system was never prototyped, and the vehicles came after it too.
- Muscat says most of his prototypes are pretty thin.
- Prototyping is addictive, so you must know when to stop. 8:28
- There's always a nagging voice asking if the next prototype will be better.
- Early prototypes should answer only the big questions: fun, viable, will people like it.
- Prototyping stays useful during production. 15:11
- Any new feature, boss fight or level can be prototyped first.
- Undecided between a double jump and a dash? Prototype both, playtest them and keep the winner.
16:01 Conclusion
With a proven idea in hand, the next step before production is planning.
- Planning comes after prototyping and before making the game. 16:19
- Planning is described as important, often forgotten, and not at all fun or sexy.
- Having picked an idea and proved it fun and viable with prototypes, the game still isn't ready to be made.
In the growth library
Mark Brown and Luke Muscat, Mark Brown is the creator of Game Maker's Toolkit; Luke Muscat is the designer of Fruit Ninja, Jetpack Joyride and Feed the Deep. A prototype is a quick, disposable way to answer one question about a game, such as whether it is fun, whether it is viable, or whether people will like it, before real production starts. Luke Muscat's Luck of the Draw prototype, which he loved and then released to complete silence, shows how a failed prototype can save two years of work.
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