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-jam skill.
- 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.
1---2name: prototype-fast3description: Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.4---5
6# Prototype Fast
7
8Get a mechanic into a player's hands fast to learn whether it's worth building. The output of
9a prototype is a **decision** (keep / kill / refactor), not a product. Optimize for learning
10speed, and decide up front whether the code is throwaway or load-bearing.
11
12## When to use
13
14- Use when validating a single mechanic or "what if", building a vertical slice / MVP,
15 greyboxing a level or interaction, or de-risking an idea before committing real time.
16- Use when the user says "just get something playable", "is this fun?", or "rough it in".
17
18**When *not* to use:** a timed competition with a deadline and a submission (use `game-jam`);
19shipping or updating a real release (use `steam-publish` / `itch-publish`); building the
20production version of a validated feature (use the engine/genre skill directly).
21
22## Core workflow
23
241. **Write the one question.** State the single thing the prototype must answer, e.g.
25 *"Is grappling-while-falling satisfying to control?"* If you have two questions, build two
26 prototypes. A prototype that tests everything tests nothing.
272. **Decide throwaway vs keep — before you write code.** Throwaway (a *spike*): hard-code,
28 no architecture, delete after. Keep: still rough, but folder/names you can grow. Most
29 prototypes should be throwaway; pretending otherwise is how prototypes rot into the
30 shipping codebase.
313. **Set a hard timebox** (30-90 min for a mechanic; one sitting for a slice) and a visible
32 timer. The constraint is the point — it forces you to test the *core* idea, not the trim.
334. **Greybox everything non-essential.** Primitives for art (boxes, circles, capsules),
34 built-in fonts, one debug sound or none. Spend zero minutes on anything the question
35 doesn't depend on.
365. **Instrument for the question.** Add on-screen debug text / gizmos that show the thing you
37 are judging (speed, distance, timing window). You're measuring, not decorating.
386. **Playtest immediately and honestly.** Play it yourself, then hand it to one other person
39 without explaining the controls. Watch where they struggle.
407. **Make the call against your kill criteria** (below). Keep → schedule the real build and
41 *rewrite*, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow
42 the question and spike again.
43
44## Patterns
45
46### 1. The prototype brief (fill this in before coding)
47
48```text
49QUESTION: The one thing this must prove (binary if possible).
50CORE VERB: The single action the player repeats.
51THROWAWAY?: yes -> hard-code freely, delete after. no -> minimal structure to grow.
52TIMEBOX: e.g. 60 min. Stop when it rings, even if unfinished.
53KEEP IF: observable signal that means "fun / worth building" (see kill criteria).
54KILL IF: observable signal that means "stop".
55```
56
57### 2. Greybox the core loop, fake everything else (engine-agnostic pseudocode)
58
59```text
60# Only the CORE VERB is real. Visuals are primitives; systems are stubs.
61on update(dt):
62 read_input()
63 apply_core_mechanic(dt) # the ONLY thing you're testing — make this feel right
64 draw_primitive(player) # a box. not a sprite. not animated.
65 draw_debug_hud(speed, timing) # show the numbers you're judging
66 # enemies, menus, save, audio, art -> stubbed or absent until the verb proves out
67```
68
69### 3. Kill criteria — make the keep/kill call observable, not emotional
70
71```text
72KEEP when, with placeholder art:
73 - a fresh player does the core verb on purpose within ~30s, unprompted, and
74 - you (or they) repeat the loop "one more time" without being asked.
75KILL when:
76 - the verb only feels good after you explain it, or
77 - making it fun needs systems far beyond the prototype's scope, or
78 - you're adding art/levels to avoid admitting the verb is flat.
79REFACTOR when one variable is clearly off (too slow, window too tight) -> retune, retest.
80```
81
82### 4. Containment: keep a spike out of the shipping codebase
83
84```text
85prototypes/<idea-name>/ # separate folder or project, never imported by main game
86 - hard-coded values, single file ok, magic numbers welcome
87 - committed on a throwaway branch (or not at all)
88Rule: a "keep" decision authorizes a REWRITE in the real project, not a copy-paste of the
89spike. Prototype code carries prototype assumptions; shipping it ships the assumptions.
90```
91
92## Pitfalls
93
94- **Polishing too early.** Art, menus, and audio make a flat mechanic look finished and
95 delay the verdict. Greybox until the verb is proven.
96- **No kill criteria.** Without a written "kill if", every prototype "has potential" and
97 nothing gets cut. Decide the signal *before* you're attached to the code.
98- **Building systems instead of the mechanic.** Inventory, save/load, and settings are not
99 the question. Stub them.
100- **The spike becomes the product.** Throwaway code promoted to production is technical debt
101 with a fun origin story. Rewrite on a keep.
102- **Prototyping in the real codebase.** It tangles experiments with shipping systems and
103 makes the spike expensive to delete. Use a separate folder/project.
104- **Testing only yourself.** You know the controls and the intent. One uncoached outside
105 player reveals more in two minutes than an hour of self-play.
106
107## References
108
109- For working under a hard external deadline and submitting, read the `game-jam` skill.
110- For the engine-specific core loop you'll greybox in, read that engine's skill
111 (`godot-gdscript`, `phaser-core`, `love2d-core`, `unity-csharp-scripting`, …).
112
113## Related skills
114
115- `game-jam` — same scope discipline applied to a timed competition with a submission.
116- Engine cores and genre skills — where a "keep" decision gets rebuilt properly.