Finding the game quickly.
WHAT A PROTOTYPE IS FOR
Answering one question about whether something works.
WHAT IT IS NOT
The foundation of the final game.
WHY THAT DISTINCTION MATTERS
Prototype code written to be kept becomes slow to change, which defeats the purpose.
WHAT TO OPTIMISE FOR
Speed of iteration, not quality.
WHAT TO IGNORE
Architecture Performance Edge cases Visual quality
WHAT TO USE
Placeholder shapes and colours Free or temporary assets Hard-coded values
WHAT TO TIME-BOX
The prototype, to days rather than weeks.
WHAT QUESTION TO ASK AT THE END
Is this enjoyable, and would more of it be more enjoyable?
WHAT TO DO WITH A NEGATIVE ANSWER
Discard it, without regret.
WHY THAT IS DIFFICULT
Effort invested creates attachment, which is exactly what must be resisted.
WHAT TO KEEP FROM A PROTOTYPE
The knowledge, not the code.
WHAT VERTICAL SLICE MEANS
A small portion built to final quality, proving the whole is achievable.
WHEN TO BUILD ONE
After the prototype proves the mechanic, before committing to full production.