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Beginner

Build and Test a First Game Prototype

Scope a playable experiment, observe versioned playtests and choose the next change using explicit work estimates, test records and build evidence.

beginner devsgame jam participants

Workflow

  1. Write the question the prototype must answer

    Describe the player action, feedback and meaningful choice in a short design note. Choose an observable question such as whether players understand a risk-and-reward choice without coaching. State the target device, input method and intended players. List features deliberately outside this experiment; a prototype is useful when it informs a decision, even if it is discarded.

  2. Scope one playable experiment

    List the minimum tasks needed to start, play, reach an outcome and restart. Identify the riskiest dependency, then make a small technical spike before committing the rest of the work. Enter remaining task hours and genuinely available team hours in the capacity calculator. Record any additional work allowance explicitly and schedule reviews or waiting time separately.

  3. Build the loop and a repeatable test space

    Use readable placeholder assets and make failure and restart accessible. For a tile-based level, choose actual map and tile pixel dimensions and calculate the covering grid; account for partially used edge cells in the engine. Include a version label and simple controls screen so another person can run the build without the editor.

  4. Observe a versioned playtest

    Give participants the same brief and record the device, build, task outcome, confusion and comments. Ask neutral follow-up questions after observing the attempt. Use named test cases for startup, the core action, ending and restart; record results and reproduction notes. If frame pacing interferes, convert the chosen FPS target to an interval and capture actual timings on the device.

  5. Choose the next experiment from the evidence

    Compare observations with the original question. Keep, revise or drop a mechanic with a written reason; split design uncertainty from a reproducible defect. Prioritize the next change and assign an owner. Repeat the same task after that change while keeping unrelated conditions stable.

  6. Package a build and its decision record

    Export a runnable build, test it outside your development folder and record its exact version, installation steps and known issues. Measure the real download size; use the build-size estimator only to compare explicitly measured components and packaging assumptions. Download the design note and matrix backup before closing these tools, then link those files from your own project record.

Tools Used

Checklist

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Scope

Build

Evidence

Testing

Decision

Handoff

Reference Materials

Prototype decision recordTable

Fill these fields from the actual experiment.

RecordWhat to capture
QuestionThe player behavior or technical uncertainty under test
ConditionsBuild, device, inputs, participant context and task brief
ObservationWhat happened, with a note or reproducible evidence
DecisionKeep, revise or stop; next experiment and owner
Measure on the intended deviceStandard

Unity documents connecting its Profiler to a target build. Use the device and build conditions of your experiment when investigating performance.

  • Choose a stopping rule

    Decide what observation will make the experiment useful before expanding the feature list.

  • Keep the first artifact readable

    Placeholder art still needs clear contrast, understandable controls and visible feedback.