Imagine this: You’ve spent months building out your dream game. The concept is gold, the art looks fantastic, and you’re ready to show it off to the world.
But when people finally play it… something feels off. The gameplay just doesn’t click. Players are confused or, worse, bored.
What went wrong?
Now, rewind. Picture you had the chance to figure this out way earlier, before pouring hours into building features that don’t work. That’s where prototyping comes in.
It’s not some extra step to delay your progress—prototyping is your best friend, your safety net, and the fastest way to get from “idea” to “this actually works!”
Game prototyping lets you fail fast and learn faster.
In 2024 and beyond, when attention spans are short, and competition is fierce, it’s the secret weapon that separates successful games from the “could-have-been” crowd.
Instead of building your game in full from the get-go, you start small—focusing on testing your core mechanics, gameplay loops, and what actually makes your game fun (or not).
In this guide, I’ll walk you through how to create a game prototype that saves you time, effort, and frustration—and more importantly, why it’s the most practical step you can take to ensure your game thrives in 2024.
Trust me, if you’re serious about making a game that people will love, prototyping isn’t optional—it’s essential. Let’s break down how to do it right, and will start with the basics.
What’s Prototyping All About?
So, what exactly is prototyping?
Think of it as your game’s first rough draft—but instead of writing paragraphs, you’re building the core gameplay. It’s messy, it’s unfinished, and it’s absolutely not something you’d want to release to the public.
But here’s the thing: it doesn’t need to be polished. The goal isn’t perfection; it’s validation.
At its core, prototyping is about answering the most important question: “Is this fun?” It’s the stage where you test the heart of your game, focusing only on the most crucial mechanics, interactions, and systems.
Forget the fancy graphics, complex storylines, or smooth animations—this isn’t about wowing anyone yet. Prototyping is purely about seeing if your game’s core idea holds up when people (or you) actually play it.
Here’s the deal: you’ll probably fail at first. And that’s exactly the point. Prototyping allows you, as a game producer, to fail in a low-stakes way, letting you tweak, pivot, or scrap ideas before you’ve spent too much time, money, or sanity on them.
A prototype might look like:
- A simple, blocky version of your game with placeholder graphics and basic controls.
- A paper prototype (yes, actual paper!) for strategy or puzzle games, where you can test out mechanics without even touching a keyboard.
- A digital mock-up where you can experiment with level design, character movement, or the flow of gameplay.
The key is this—it doesn’t have to be pretty—just playable.
Prototypes are your playground for experimenting, finding what works, and killing what doesn’t—without sinking weeks or months into full production.
In short, prototyping is about stripping your game down to its bare essentials. No fluff, no extras—just the core experience. If that core works and feels engaging, you know you’re onto something.
If it doesn’t? You get to tweak it before it becomes a costly problem.
How Is Prototyping Different from Full Development?
Alright, so you might be wondering, “If I’m already building parts of my game in a prototype, how is this any different from full-on development?” Great question—because the difference is huge.
Let’s break it down:
1. Speed Over Perfection
In prototyping, speed is the name of the game. You’re not concerned with how polished things look or whether your animations are smooth as butter.
Full development is where you worry about making everything perfect, but here? Perfection is the enemy. Prototyping is all about getting something playable as quickly as possible, so you can start testing it.
Bugs? No problem.
Ugly placeholder art? Totally fine.
What matters is that you’re learning what works and what doesn’t—fast.
2. Focus on Core Mechanics, Not Details
In full development, you’re building everything from the art assets to the sound design, crafting detailed levels, and making sure the UI is slick.
With prototyping, all of that can wait. The only thing that matters right now is the core of your game:
- What does the player do?
- How do they interact with the world?
- Is it fun?
In this stage, you strip away all the extras and focus on the bare essentials. For example:
- Prototyping → a square moves around a blank screen with basic controls. Is the movement responsive and fun?
- Full development → that square becomes a detailed character with fluid animations, sound effects, and environment interaction.
3. Flexibility vs. Commitment
In prototyping, you’re free to try out wild ideas, toss things that don’t work, and pivot quickly. If a mechanic feels awkward, you can ditch it without guilt. There’s no sunk-cost fallacy holding you back because you haven’t spent months refining it yet.
But when you’re in full development mode, changes become much more expensive—both in time and resources (keep quality high, as a third of the triple constraint). You’re committed to building out everything in detail, so scrapping a feature or redesigning gameplay at that point can be painful.
Prototyping gives you the freedom to explore without that weight on your shoulders.
4. Low Fidelity, High Impact
In full development, every little detail matters: textures, animations, sound effects, even the smallest UI button.
Prototyping is the opposite. It’s low fidelity—you’re using basic shapes, rough code, and placeholder assets.
But don’t be fooled by the scrappiness. The impact of prototyping is high. You’re gathering valuable insights and feedback about your game’s design without needing the full production pipeline.
5. Iteration, Iteration, Iteration
In the prototyping stage, you’re iterating constantly. Build, test, tweak, repeat. It’s a loop designed to refine the fun factor of your game in small, manageable chunks.
Full development, on the other hand, is more linear. You’re following a project plan and pre-planned process—one that’s harder to reverse if you need to make major changes.
When you prototype, you’re basically giving yourself permission to experiment freely, fail fast, and find the fun. Full development is where you lock things in and fine-tune every pixel and line of code.
So, in a nutshell, prototyping is about experimenting, full development is about executing.
Prototyping gives you the creative playground to try, fail, and try again.
Full development is where you build on the foundation you’ve proven works during prototyping.
And, a short table to summarize everything:
Aspect | Prototyping | Full development |
Goal | Validate core mechanics and concepts | Complete, polished product ready for release |
Focus | Core gameplay functionality only | Finalizing all gameplay elements and content |
Speed vs quality | Prioritizes speed over polish | Focuses on quality and polish |
Level of detail | Basic or placeholder assets, minimal details | High level of detail, fully developed assets |
Flexibility | Highly flexible, can pivot or change direction easily | More rigid, major changes are costly and time-consuming |
Iteration cycle | Rapid iterations and quick changes | Slower, more planned iterations |
Cost & resources | Low cost, minimal resources required | High cost, significant resources and time investment |
Art & assets | Placeholder art, basic shapes and designs | Final, high-quality assets and visuals |
Testing | Testing ideas, gathering feedback on gameplay | Polishing gameplay, QA testing, and bug fixing |
End result | Playable rough draft, not meant for public or release | Final product, ready for release or demo |
As a result, my final thought—the better your prototype, the smoother your full development process will be.
What Are the Different Types of Prototypes?
Now that we know why prototyping is so crucial, let’s dig into the different ways you can approach it. Not all prototypes are created equal, and depending on what you’re testing, you’ll need a different tool for the job.
Let’s break down the most common types, starting with some you might not expect:
What’s a Paper Prototype?
Believe it or not, your first prototype doesn’t even need a computer.
Paper prototyping is a quick and dirty way to sketch out gameplay ideas, especially for things like UI design, strategy mechanics, or puzzle flow. You literally use paper (or index cards, sticky notes, whatever you’ve got) to represent different game elements.
Moving things around manually gives you a fast way to visualize how your game might play out—without writing a single line of code.
Here’s when to use it:
- Board game-style mechanics (think resource management, turn-based strategy).
- Early-level design or layout ideas.
- Testing basic UI and menus before diving into digital design.
Why it works: Paper prototypes force you to think about the structure and logic of your game without getting lost in tech details. It’s cheap, fast, and surprisingly effective when you’re ironing out concepts like gameplay flow.
How Do Digital Prototypes Work?
Once you’ve got a basic idea of how your game works, it’s time to take it digital.
A digital prototype is where you build a simple, functional version of your game using placeholder assets and basic code. You’re still not worrying about polish here—no need for high-res textures, sound effects, or perfect UI.
Your goal is to test if the core mechanics are fun when they’re in motion and interactive.
For example, if your game’s central mechanic is jumping between platforms, you’ll create a basic level with nothing but blocky platforms and a cube for a character.
Test it: Is the jump responsive? Is it fun to move around?
You’re looking for playability, not beauty. This type of prototype is great for:
- Platformers or any game that relies on specific player movement.
- Combat systems or mechanics like shooting, dodging, or melee attacks.
- Puzzle mechanics where timing and logic are essential.
Digital prototypes are where things start to feel more like a real game, even if they still look rough around the edges.
What Are Vertical Slices?
A vertical slice is essentially a highly-polished prototype of a small section of your game.
Imagine taking one key level or scenario from your game and developing it as if it were fully ready for release, complete with finished art, sound, and functionality (all the game disciplines, actually).
The goal of a vertical slice is to show what your final game will look and feel like, but on a tiny scale. It’s usually used to secure funding or to pitch your game to investors or publishers.
A vertical slice should include:
- Core gameplay mechanics.
- Final art and assets for a small level or scenario.
- A complete (if short) gameplay experience.
It’s often used later in the development cycle when you’re ready to demonstrate the potential of your game in a polished, tangible way.
Think of it as a “proof of concept” on steroids.
Graybox Prototypes (or Blockouts)
Another key type of digital prototype is the graybox prototype, also called a blockout.
This is where you’re testing level design or the spatial layout of your game world—usually with super simple, untextured shapes. No fancy assets, just boxes and spheres representing buildings, characters, and obstacles.
Graybox prototypes are great for figuring out how your game’s environments work before investing in actual 3D models and textures.
You’ll want to use graybox prototypes when:
- Designing levels for first-person shooters, platformers, or open-world games.
- Testing out environment interaction and player movement through space.
- Planning the pacing and flow of the level design.
By testing your game’s flow early, you can avoid the headache of redesigning detailed environments later when things don’t quite click.
Gameplay-Only Prototypes
This one is exactly what it sounds like: a prototype that focuses only on gameplay mechanics. These are sometimes called mechanical prototypes or interaction prototypes.
No art, no sound, no levels—just mechanics in their raw form. You might only be testing one single feature, like how combat works or how a crafting system feels.
This type of prototype is all about:
- Fine-tuning one specific core mechanic (e.g., combat, crafting, stealth).
- Ensuring your gameplay loop is engaging.
- Testing if mechanics are intuitive and fun before building the full game around them.
Gameplay-only prototypes are often the first step after paper or concept testing, focusing on making sure your game is fun at its most basic level.
Role-Playing or Wizard of Oz Prototypes
Sometimes, when you’re testing systems like complex AI or dynamic storytelling, it’s hard (and costly) to build that tech upfront.
That’s where a Wizard of Oz prototype comes in—essentially, you simulate a system by having a human stand in for the parts that haven’t been coded yet. Think of it like role-playing: you play as the AI, giving responses or controlling game elements from behind the scenes.
This approach works well when:
- You’re testing dialogue systems in narrative-driven games.
- Experimenting with AI behaviors that are too complex to program early on.
- Trying out branching storylines and seeing how players react.
It’s a little unconventional, but it’s a clever way to validate complicated systems without building them first.
Playtest Prototypes (a.k.a. Real-World Roleplay)
There’s another underrated but super useful way to test ideas: just grab your friends and play it out in real life! Sometimes, you can learn a ton about game mechanics and player dynamics without even touching a line of code.
The idea here is simple: take whatever you have on hand—whether it’s nerf guns, laser tag equipment, or just good old imagination—and try acting out your game. This can help you get a feel for how the game might work when people actually play it.
Playtest prototypes are especially handy for testing concepts like:
- First or third-person shooters → Hit up a laser tag or paintball arena, where you and your friends can try out mechanics like cover, aiming, or respawns in a live, action-packed environment.
- Tactical shooters → For a taste of team-based strategy, organize a game of capture-the-flag or head to a laser tag field and see how your team’s communication and tactics play out under pressure.
- Stealth mechanics → Try a game of hide-and-seek or sardines in a dimly lit space to test out stealth concepts like line of sight, cover, and sneaking. Perfect for that stealth-based or horror game vibe.
- Resource collection & crafting → Set up a scavenger hunt where players gather specific “resources” (like tokens or colored items) to create new “tools” or “weapons.” Great for testing crafting systems and the thrill of resource management.
- Party or social games → Play a round of charades, Mafia, or Werewolf to experiment with social mechanics, team play, and deception elements in a safe, familiar setting.
This approach is all about feeling the mechanics and pacing of your game without getting bogged down by tech limitations. Plus, it’s a fun, low-cost way to gather insights before you dive into digital prototyping.
Choosing the Right Prototype for Your Game
Now, you might be thinking, “Okay, so which one should I use?”
It really depends on what stage of development you’re at and what you need to learn. If you’re in the concept stage, start with a paper prototype to figure out the basics. If you’re testing core mechanics, a gameplay-only or digital prototype will do the trick. And when you’re ready to pitch your game to someone important, a vertical slice is your best friend.
The key takeaway?
Prototyping is flexible.
You don’t need to stick to just one type—use whatever method helps you answer the critical questions about your game at each stage of development. The faster you test, the faster you find out what works, and the closer you get to making a game that really shines.
Ready to build your first prototype? Let’s jump into the practical steps next.
How Do You Create a Winning Game Prototype?
So, you’re ready to dive into prototyping. Awesome!
But where do you even start? Don’t worry—it’s not as overwhelming as it sounds. Creating a winning game prototype is all about being strategic, staying focused, and, most importantly, having a blast experimenting with your ideas.
Let’s break it down step by step.
1. Start Small: Focus on the Core
Before you jump in, ask yourself this: What’s the single most important thing my game does? That’s where you need to focus your prototype. No matter if it’s the combat system, a unique puzzle mechanic, or the way your character navigates the world, start by building only that—nothing else.
Here’s the golden rule: Keep it simple.
A great prototype doesn’t try to do everything. You’re not recreating the entire game here—just testing out one or two core mechanics. If you nail the fun part first, everything else can be built around it later.
For example:
- Making a platformer? Focus only on jumping mechanics. Is it smooth? Does it feel right? Is it fun to leap between platforms?
- Creating a puzzle game? Start by prototyping one puzzle type. Is it challenging but not frustrating? Do the mechanics make sense?
- Designing a combat-heavy game? Prototype the combat system only. Do the hits feel satisfying? Is the balance right?
The goal here is to validate your core idea before getting distracted by all the bells and whistles.
2. Use the Right Tools for the Job
The good news is, you don’t need to build everything from scratch. There are plenty of tools and engines out there that can help you create prototypes faster than ever.
Here are a few to consider:
- Unity, Godot or Unreal Engine: Great for digital prototypes if you’re comfortable with coding. Both engines offer rapid prototyping tools and asset stores to help you get things up and running fast.
- Construct or GameMaker Studio: If you’re looking for a more beginner-friendly, no-code option, these engines are perfect for quickly testing out mechanics without deep programming knowledge.
- Prototyping apps (like Figma or Adobe XD): Useful for UI/UX prototypes or layout ideas. Sometimes, the core experience you’re testing is how your menus, buttons, or inventory system will function.
Pick the tool that matches your skills and the complexity of your prototype. Remember: speed over perfection.
3. Embrace the Ugly: Placeholder Everything
Here’s a little secret: It’s okay for your prototype to look hideous.
Like, really ugly.
Use boxes for characters, blocks for environments, and random colored shapes for objects. You don’t need final art, sound, or animations right now. You’re testing function, not form.
In fact, using placeholder assets can even be a blessing—it stops you from getting too attached to visuals and keeps the focus on gameplay. After all, a prototype is about mechanics, not aesthetics.
- Instead of a hero character with fancy animations, use a simple cube.
- Swap out enemies for rough circles that move according to your design.
- Have dialogue represented by placeholder text in simple pop-ups.
The key? Don’t get bogged down in details. You’re here to test gameplay first. You can worry about making it look gorgeous in full development.
4. Test and Iterate Quickly
The magic of prototyping lies in how fast you can test, learn, and iterate. Don’t build your prototype in a vacuum—put it in front of other people as soon as possible. Whether it’s friends, teammates, or fellow developers and technical producers, you need fresh eyes on your game.
Here’s the process:
- Build it: Get that rough version playable.
- Test it: Have people play it while you observe. Don’t explain too much—let them figure it out.
- Gather feedback: Watch for what they struggle with, what they enjoy, and where they get bored.
- Tweak it: Adjust based on feedback. Rinse and repeat.
The faster you can go through this loop, the better your game will become. A winning prototype is never built in a single pass—it evolves through constant feedback and adjustments.
Pro tip: Don’t take criticism personally. The earlier you identify issues, the better. If something’s not working, it’s a lot easier to fix now than in full development!
5. Focus on the Fun Factor
Here’s the truth: If your game’s not fun in the prototype stage, no amount of polish will save it later.
The whole point of prototyping is to find the fun early on. If your core mechanic doesn’t feel engaging or satisfying, it’s time to go back to the drawing board.
When you play your prototype, ask yourself:
- Is this fun? Is the core action satisfying? Does it make you want to keep playing?
- Is it intuitive? Do players know what to do without a ton of explanation?
- Is it too easy or too hard? How’s the balance? Is there a challenge without being frustrating?
If something doesn’t feel right, tweak it. Prototype early, prototype often, and don’t be afraid to fail. The fun factor is your north star—everything else can come later.
6. Know When to Move On
Prototyping is all about exploration, but there’s also a point where you need to say, “Okay, this works,” and move on. If you’ve validated your core mechanic and gathered enough feedback to feel confident, it’s time to shift gears into full development.
Signs you’re ready:
- Your core mechanic is solid and fun.
- Feedback has led to positive iterations.
- You’ve ironed out major issues or roadblocks.
When you hit that sweet spot, lock in the core design and start building out the rest of your game. Don’t linger too long in the prototype phase—if it works, run with it!
Remember, the prototype phase is where you get to be a mad scientist, trying out wild ideas and learning what works before the real heavy lifting begins. Keep it simple, focus on fun, and don’t be afraid to get your hands dirty. It’s your playground—enjoy it!
What Are the Common Pitfalls to Avoid in Game Prototyping?
Prototyping is an exciting phase—it’s where all your crazy ideas come to life. But let’s be real: it’s easy to stumble into some traps along the way.
The good news is, I’ve got your back! Let’s go over some of the most common pitfalls in game prototyping and, more importantly, how to dodge them like a pro.
1. Overcomplicating Too Soon
One of the biggest mistakes you can make is trying to do too much, too early.
Remember, a prototype is not your final game—it’s a testing ground for core mechanics. But it’s easy to get caught up in the excitement and start adding extra features, like that cool inventory system or complex enemy AI, before you’ve nailed down the basics.
How to avoid it: Stick to the essentials and avoid scope creep.
If your prototype isn’t playable after a day or two, you’re likely adding too much. Focus on the one or two core mechanics you want to test. Keep it simple—you can always add the fancy stuff later.
2. Polishing Too Early
We all want our game to look amazing, but in the prototyping phase, this is a trap.
Spending time perfecting art, sound, or animations before your core gameplay is fun is like decorating a cake before you’ve baked it. Sure, it looks nice, but what’s the point if it doesn’t taste good?
How to avoid it: Embrace the ugly!
Use placeholder art and focus on the feel of the game first. Once the core gameplay is fun and engaging, then you can worry about polish. This will save you tons of time and effort in the long run.
3. Ignoring Player Feedback
Here’s the thing: no matter how awesome your idea seems in your head, it’s the players who decide if it’s fun.
One of the worst mistakes you can make is assuming you know what’s best without getting real feedback. You might love the idea of a super complex mechanic, but if players are confused or bored, it’s time to rethink.
How to avoid it: Playtest early and often.
Get your prototype in front of people who aren’t afraid to be honest. Watch how they interact with it—do they struggle? Do they get frustrated? And most importantly, listen.
Don’t take feedback personally; it’s all part of building a better game.
4. Not Iterating Enough
Here’s a tough truth: your first prototype probably won’t be perfect.
Or your second.
Or your third. And that’s totally fine!
The whole point of prototyping is to test, tweak, and improve. A common pitfall is thinking you’re done after one iteration, or being too attached to your initial idea to make necessary changes.
How to avoid it: Iterate, iterate, iterate.
Be prepared to rebuild or rework things based on feedback. The faster you iterate, the quicker you’ll find the fun. Remember, it’s better to discover problems now than during full development.
5. Skipping Documentation
Let’s be honest: documentation isn’t the most glamorous part of game development.
But skipping it during prototyping can lead to headaches down the line. If you don’t document what works, what doesn’t, and why you made certain decisions, you’ll find yourself retracing steps or forgetting critical insights later.
How to avoid it: Keep things simple—no need for a 50-page report.
Just jot down key points after each iteration: what you tested, what worked, what didn’t, and what changes you made.
This will be a lifesaver when you transition to full development, and it’ll help keep the team on the same page.
6. Falling in Love with Every Idea
Here’s a hard pill to swallow: not every idea is a winner.
It’s tempting to hold onto that one feature or mechanic you’re sure will be awesome, even if your playtests are telling you otherwise. The problem? You might end up wasting time on something that just doesn’t fit.
How to avoid it: Be willing to kill your darlings.
If a feature isn’t working, don’t be afraid to cut it—even if it seemed like a brilliant idea at first. Your prototype’s job is to help you figure out what works and what doesn’t, and sometimes that means letting go of things you love for the sake of the bigger picture.
7. Rushing to Full Development
One of the sneakiest pitfalls is getting impatient and jumping into full development too early.
It’s easy to think, “Hey, this prototype is good enough, let’s go!”
But if you haven’t fully tested your core mechanics or addressed all the major issues, you’ll find yourself facing a
How to avoid it: Be patient.
Don’t rush into full development until you’re confident your core mechanics are fun, tested, and solid. It’s better to spend more time refining the prototype now than trying to patch things up later.
So, What’s the Final Takeaway?
Congrats—you’ve made it through the wild ride of game prototyping!
Now that you’ve got the tools, strategies, and mindset to create a winning prototype, it’s time to put it all into action.
Your next steps?
Start prototyping, test often, and iterate quickly. Don’t wait for perfection, just get something playable out there and start gathering feedback.
Remember, the faster you test your ideas, the faster you’ll learn what works and what doesn’t.
Once you’ve nailed down the core mechanics, you’ll be ready to shift gears into full development, armed with a solid foundation and a clear vision of what makes your game fun.
So go ahead—experiment, play around, and have fun with the process. After all, that’s what prototyping is all about. Your game’s success in 2024? It starts now.
But, if prototyping still feels like a frustrating game of guesswork—it doesn’t have to be.
At Tono Game Consultants, we’re all about helping you nail your prototypes quickly and effectively. Whether you’re stuck on mechanics, lost in endless iterations, or just need a fresh perspective, we’ve got you covered.
Let us help you fine-tune your process, avoid the common traps, and create prototypes that actually work—so you can move forward with confidence and build a game people love.
Ready to level up your prototyping game? Let’s chat!