How we prototype a mobile game in ten days

Our playbook for going from idea to a playable, testable prototype in two weeks, and deciding what to build next.

A grid of ten tiles, seven filled with greybox cubes, representing ten days of prototyping.

The most expensive mistake in game development is building the wrong game well. Our prototyping sprint exists to avoid exactly that.

Day 1–2: Pillars and paper

We write three design pillars and a one-sentence core loop. Then we play it on paper, with dice, cards or sticky notes. If it’s not interesting on paper, polish won’t save it.

Day 3–6: Greybox

Engineers and designers build the loop in-engine with primitive shapes. No art, no menus, just the verb. We review a build every evening.

Day 7–8: Juice

We add just enough feedback (sound, particles, screen shake) to judge feel. Game feel is where many good ideas become great.

Day 9–10: Playtest and decide

Fresh players try the build while we watch silently. We measure time-to-understand, voluntary replays and the moment people smile. Then we make a clear call: build, pivot or park.

Want to run a prototype sprint on your idea? Start a project.

Ready player one?

Have a game or app in your head? Let’s build it.

Tell us about your idea. We reply within one to two business days with next steps and honest advice, even if we’re not the right fit.