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.