Concept To Demo

A 4‑Session 1:1 Sprint for Game Devs Who Want a Playable, Pitchable Demo

4 x 30‑minute sessions · Live online · Use within 8 weeks · Starts after March 16

Why Do This 4‑Session Sprint?

Most games die between “cool idea” and a build you’re proud to put in someone else’s hands. In 4 sessions we sharpen your concept, plan a tiny but real prototype, and map simple playtests so you know if your game is worth pushing toward a vertical slice.

This sprint is for aspiring game designers, solo devs, and small teams who want a playable, testable demo in the next 4–8 weeks instead of another year of circling the same idea.

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Prototype With Purpose

• Get crystal clear on what belongs in your first prototype (and what doesn’t).

• Test one core loop at a time instead of building half a game.

• Use fast iterations to find “this is actually fun” instead of guessing.

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Turn Ideas Into Playable Games

• Walk through real examples of rough ideas that became real demos.

• See how small tweaks in loop, pacing, or goals changed everything.

• Apply the same checklist to your own concept so it’s pitch‑ready.

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Foundation for Your Vertical Slice

• Plan the bridge between prototype and vertical slice without over‑scoping.
• Focus your team on the few features that best prove your vision.
• Turn your demo into a tool for alignment, funding, and internal buy‑in.
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Get a Free Template

• Get the Game Dev Starter Kit we use in the sessions.
• Includes brainstorming prompts, playtest templates, and persona guides.
• Plug it into your project to clarify your vision and speed up every iteration.

Who Is This Sprint For?

This 4‑session 1:1 sprint is for creators ready to turn ideas and rough prototypes into playable demos.

01

Aspiring Game Designers

Turn fuzzy concepts into a clear, testable core loop you can explain in one sentence and put in players’ hands.

02

Indie Developers & Solo Creators

Get unstuck on your first serious game, narrow the scope, and ship a small demo that proves people actually enjoy it.

03

Small Studio Founders & Student Teams

Align your team around one playable slice, run focused playtests, and decide whether to kill, pivot, or commit.

Program Details

Turn your idea into a playable demo.

Toño Jiménez

Technical Game Producer & Project Manager

Project Management Professional
Certified Agile Facilitator
Certified Scrum Professional Product Owner
Advance Certified Scrum Master
Advanced Scrum Developer
Veteran game developer, educator, and consultant with nearly 20 years in programming, production, and design.
I’ve worked on everything from indie prototypes to AAA titles, including roles on ARK: Survival Evolved, Crucible, Minecraft, Halo, and Pokémon GO.
Through Toño Game Consultants, I help solo devs, student teams, and small studios turn fuzzy ideas into clear, testable demos and realistic production plans, blending game design thinking with hard project‑management discipline.

Projects our team has worked on

Argument Reality Mobile Videogame

Pokemon GO

Action Adventure Survival Videogame

Ark Survival Evolved

Sandbox Videogame

Minecraft

First Person Shooter Videogame

Halo Infinite

Multiplayer board game

Catan

Free to play multiplayer third person shooter

Crucible

Indie game experimental

Elo Hell

First Person Shooter Game

Epsilon

Pokemon Go

Pokemon Go

Ark Survival Evolved

Ark Survival Evolved

Minecraft

Minecraft

Halo Infinite

Halo Infinite

Catan

Catan

Crucible

Crucible

Elo Hell

Elo Hell

Epsilon

Epsilon

Yes, as long as you’re ready to actually make something.
You don’t need shipped games, and you don’t even need to know Unity, Unreal, or Godot yet. We have two paths:

  • If you’ve used a game engine before: we’ll work directly on a small digital prototype, tightening your core loop and playtests.
  • If you haven’t touched an engine yet: we’ll use paper, boardgame, and rulebook-style prototypes to teach you the fundamentals of game design and testing before you ever open an engine.

The only people this isn’t for are “idea only” folks who aren’t ready to do a few hours of simple build / playtest work between sessions. If you’re willing to try small experiments, you’re ready.

 No. Unity, Unreal, Godot and similar engines all work. We focus on your idea, core loop, and playtests, not engine‑specific tricks.

 You’ll get a booking link in the welcome email. You can schedule your 4 × 30‑minute 1:1 sessions at times that work for you, and you have 8 weeks from purchase to use them.

 You get 4 live 1:1 calls, personalized notes and action items after each session, and the Concept→Demo templates (idea, loop, and playtest worksheets). You also get email support between sessions for quick questions.

If by the end of Session 4 you don’t have a testable core loop and a concrete next‑steps plan, I’ll keep working with you until you do at no extra cost.

Yes, as long as you’re all working on the same game.
This program is priced per project, not per seat, so you’re welcome to bring a co‑founder or a small core team to each call. In practice, that usually means 2–3 people max: the folks who are actually making decisions and doing the work between sessions.

If you and a friend are each working on totally different games, that would be two separate enrollments. The calls only focus on one project at a time so we can go deep and actually move it forward.

Turn your game idea into a playable demo.

© 2026 Toño Game Consultants.