Sprint-based game development workflow. Epic/story breakdown, sprint planning, dev-story workflow with story readiness and done criteria. Designed for solo d...
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Game Dev prototype
Try itThrowaway prototype workflow for rapid validation. Conduct 1-3 day hypothesis-driven sprints with clear exit criteria, playtest goals, and a decision framewo...
What it does
Throwaway prototype workflow for rapid validation. Conduct 1-3 day hypothesis-driven sprints with clear exit criteria, playtest goals, and a decision framework (proceed / pivot / kill).
The skill document
Game Dev Prototype — Rapid Validation Sprint
🎯 Purpose
Validate risky game mechanics or concepts quickly with throwaway code. 1-3 day sprints focused on answering exactly ONE question. Disciplined exit criteria prevent scope creep and sunk-cost fallacy.
🤖 Multi-Platform Notes
| Platform | Notes |
|---|---|
| OpenClaw | Can create prototype plan, track progress, and write results. Best for structured prototyping docs. |
| Claude Code | Can write prototype code directly. Best for actual implementation support. |
| Cursor/Windsurf | Excellent for coding the prototype. Can scaffold a minimal project quickly. |
| GitHub Copilot | Can help write prototype code inline. Great for quick implementations. |
| Generic LLM Chat | Guide the user through the process and provide code snippets. |
| Any AI | All can do the planning phase. Coding-capable AIs can help implement. |
Key principle: A throwaway prototype should be THROWN AWAY. Do not let prototype code become production code unless you're doing a game jam.
📋 Phase 1: Hypothesis Definition
Step 1.1 — The One Question
Ask:
"What is the ONE thing we need to validate?"
Good questions:
- "Does this control scheme feel good?"
- "Is this core loop fun for more than 5 minutes?"
- "Can we render 1000 entities at 60fps?"
- "Does the procedural generation produce interesting levels?"
Bad questions (too broad):
- "Is the game fun?" (too vague)
- "Will people buy it?" (can't test in 3 days)
Step 1.2 — Hypothesis Statement
Write as:
"We believe that [mechanic/concept] will [outcome] for [player type]."
Example: "We believe that magnetic polarity switching will create satisfying traversal puzzles for puzzle-platformer fans."
Step 1.3 — Success Criteria (Exit Criteria)
Define measurable criteria:
## Success Criteria (3 = pass, ≥2 = consider, <2 = fail)
| # | Criterion | Measure |
|---|-----------|---------|
| 1 | Player can complete the loop without instructions | ≥ 3 of 3 playtesters |
| 2 | Average time to first "fun" moment | < 30 seconds |
| 3 | Players attempt to repeat the action unprompted | Observed in ≥ 2 testers |
| 4 | Framerate stays above 60fps | With target entity count |
| 5 | [Custom criterion] | [Measure] |
🎯 Phase 2: Scope
Step 2.1 — The Minimum Viable Prototype
Ask:
"What is the smallest thing we can build to test our hypothesis?"
Examples:
- For "does this control feel good?" → one scene, one object, the control
- For "is this loop fun?" → the loop with placeholder art, no menu
- For "performance?" → stress test scene, no gameplay
Step 2.2 — What We WON'T Build
List explicitly:
WILL NOT:
- Menu screens
- Sound effects
- Tutorial
- Save/load
- Polish
- Art (placeholder only)
- UI
- Analytics
Step 2.3 — Constraints
| Dimension | Limit |
|---|---|
| Time | 1-3 days (fixed, non-negotiable) |
| Engine | Whatever gets it done fastest |
| Art | Primitives / placeholders / free assets |
| Code quality | "Working" not "clean" — it will be thrown away |
🛠️ Phase 3: Build Sprint
Day 1: Core
- Set up minimal project
- Implement the ONE mechanic
- No polish, no extra features
- End of day: it should run and be testable
Day 2: Playability
- Add simple inputs
- Add a goal/objective so there's a "loop"
- Add minimal feedback (visual indicator of success)
- End of day: someone who isn't you can play it
Day 3: Playtest & Decision
- Don't add new features
- Polish only what's needed to remove blockers
- Run playtest (see Phase 4)
- Make decision (see Phase 5)
Daily Check-Ins
Each day, ask:
"What did you build today? Did anything surprise you? Are we still on track?"
If something surprising (good or bad) changes the hypothesis, adjust.
🎮 Phase 4: Playtest
Step 4.1 — Tester Selection
Ask:
"Who will test?"
1) Yourself (better than nothing, biased) 2) Friend/family (honest but kind) 3) Fellow dev (technically knowledgeable) 4) Target audience member (ideal)
Step 4.2 — Test Protocol
Provide testers the prototype and observe WITHOUT giving instructions.
Observe:
- Do they figure it out without help?
- Where do they get stuck?
- Do they smile / curse / lean in?
- Do they want to keep playing after the test?
- What do they try that you didn't expect?
Ask after:
- "What was confusing?"
- "What was the moment it 'clicked'?"
- "What would make this more fun?"
- "What's one thing you'd change?"
Do NOT ask:
- "Did you like it?" (they'll be polite)
- "Is this a good idea?" (they don't know)
Step 4.3 — Score Against Criteria
Rate 1-5 for each criterion. Collect data below.
🚦 Phase 5: Decision
Step 5.1 — The Three Doors
| Outcome | Criteria | Action |
|---|---|---|
| PROCEED 🟢 | Most criteria met; data supports hypothesis | Move to production. Archive the prototype. Start fresh with real code. |
| PIVOT 🟡 | Mixed results; interesting but needs change | Document what didn't work. Modify hypothesis. Run another prototype sprint (1 day max). |
| KILL 🔴 | Hypothesis disproven or not worth pursuing | Celebrate the learning. Document findings. Move to next concept. NO sunk-cost. |
Step 5.2 — Decision Document
Write prototype-result.md:
# Prototype Results
## Hypothesis
[Original hypothesis statement]
## What We Built
[One-paragraph summary]
## Duration
[Start date] — [End date] ([X] days)
## Results
| Criterion | Score | Notes |
|-----------|-------|-------|
| Criterion 1 | X/5 | [notes] |
| Criterion 2 | X/5 | [notes] |
| ... | ... | ... |
## Playtest Feedback
- **What worked:** [list]
- **What didn't:** [list]
- **Surprises:** [list]
## Decision: [PROCEED / PIVOT / KILL]
**Rationale:** [Why this decision]
## Lessons Learned
- [Lesson 1]
- [Lesson 2]
## Next Steps
- [If PROCEED] → Write/update GDD, start `architecture` design
- [If PIVOT] → Adjust hypothesis, plan next sprint
- [If KILL] → Return to `brainstorm` for next concept
Step 5.3 — Archive or Delete
If PROCEED: Archive the prototype in a _prototypes/ folder. Do not
reuse code. Write fresh production code based on lessons learned.
If PIVOT: Keep the prototype. Fork or modify for the next sprint. Set a 1-day time limit on the pivot sprint.
If KILL: Delete or archive. Move on quickly.
⚡ Game Jam Variant
For game jams (48-72 hours), the prototype IS the game. Adapt:
- Hour 0-4: Concept + core loop (Phase 1-2 compressed)
- Hour 4-24: Core mechanic working (Phase 3 day 1 + 2)
- Hour 24-48: Content + polish (Phase 3 day 3 extended)
- Final hours: Playtest + ship (no kill option)
In a jam, the prototype becomes the release. Code quality is secondary. Shipping > Perfect.
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