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Prototype

面向游戏开发的抛弃式原型工作流:先提出唯一待验证问题与可度量成功标准,明确不做范围并限定 1-3 天;随后按三天节奏构建最小原型、组织无提示试玩并逐项打分,最后依据结果选择推进、转向(限 1 天)或终止,产出结论文档。

toilanguyen2910
toilanguyen2910
热度 47.44
最近更新 2026-06-27 01:04:59
分类:开发依赖:纯提示词应用场景:工作流 / 任务管理 / 代码生成 / 报告撰写

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Metadata
name
game-dev-prototype
description
Throwaway prototype workflow for rapid validation. Conduct 1-3 day hypothesis-driven sprints with clear exit criteria, playtest goals, and a decision framework (proceed / pivot / kill).
triggers
["prototype an idea","validate game mechanic","rapid prototyping","test a game idea","prototype sprint","game jam"]

Game Dev Prototype — Rapid Validation Sprint

🎯 Purpose

Validate risky game mechanics or concepts quickly with throwaway code. 1-3 day sprints focused on answering exactly ONE question. Disciplined exit criteria prevent scope creep and sunk-cost fallacy.

🤖 Multi-Platform Notes

Platform Notes
OpenClaw Can create prototype plan, track progress, and write results. Best for structured prototyping docs.
Claude Code Can write prototype code directly. Best for actual implementation support.
Cursor/Windsurf Excellent for coding the prototype. Can scaffold a minimal project quickly.
GitHub Copilot Can help write prototype code inline. Great for quick implementations.
Generic LLM Chat Guide the user through the process and provide code snippets.
Any AI All can do the planning phase. Coding-capable AIs can help implement.

Key principle: A throwaway prototype should be THROWN AWAY. Do not let prototype code become production code unless you're doing a game jam.


📋 Phase 1: Hypothesis Definition

Step 1.1 — The One Question

Ask:

"What is the ONE thing we need to validate?"

Good questions:

  • "Does this control scheme feel good?"
  • "Is this core loop fun for more than 5 minutes?"
  • "Can we render 1000 entities at 60fps?"
  • "Does the procedural generation produce interesting levels?"

Bad questions (too broad):

  • "Is the game fun?" (too vague)
  • "Will people buy it?" (can't test in 3 days)

Step 1.2 — Hypothesis Statement

Write as:

"We believe that [mechanic/concept] will [outcome] for [player type]."

Example: "We believe that magnetic polarity switching will create satisfying traversal puzzles for puzzle-platformer fans."

Step 1.3 — Success Criteria (Exit Criteria)

Define measurable criteria:

## Success Criteria (3 = pass, ≥2 = consider, <2 = fail)

| # | Criterion | Measure |
|---|-----------|---------|
| 1 | Player can complete the loop without instructions | ≥ 3 of 3 playtesters |
| 2 | Average time to first "fun" moment | < 30 seconds |
| 3 | Players attempt to repeat the action unprompted | Observed in ≥ 2 testers |
| 4 | Framerate stays above 60fps | With target entity count |
| 5 | [Custom criterion] | [Measure] |

🎯 Phase 2: Scope

Step 2.1 — The Minimum Viable Prototype

Ask:

"What is the smallest thing we can build to test our hypothesis?"

Examples:

  • For "does this control feel good?" → one scene, one object, the control
  • For "is this loop fun?" → the loop with placeholder art, no menu
  • For "performance?" → stress test scene, no gameplay

Step 2.2 — What We WON'T Build

List explicitly:

WILL NOT:
- Menu screens
- Sound effects
- Tutorial
- Save/load
- Polish
- Art (placeholder only)
- UI
- Analytics

Step 2.3 — Constraints

Dimension Limit
Time 1-3 days (fixed, non-negotiable)
Engine Whatever gets it done fastest
Art Primitives / placeholders / free assets
Code quality "Working" not "clean" — it will be thrown away

🛠️ Phase 3: Build Sprint

Day 1: Core

  • Set up minimal project
  • Implement the ONE mechanic
  • No polish, no extra features
  • End of day: it should run and be testable

Day 2: Playability

  • Add simple inputs
  • Add a goal/objective so there's a "loop"
  • Add minimal feedback (visual indicator of success)
  • End of day: someone who isn't you can play it

Day 3: Playtest & Decision

  • Don't add new features
  • Polish only what's needed to remove blockers
  • Run playtest (see Phase 4)
  • Make decision (see Phase 5)

Daily Check-Ins

Each day, ask:

"What did you build today? Did anything surprise you? Are we still on track?"

If something surprising (good or bad) changes the hypothesis, adjust.


🎮 Phase 4: Playtest

Step 4.1 — Tester Selection

Ask:

"Who will test?"

1) Yourself (better than nothing, biased)
2) Friend/family (honest but kind)
3) Fellow dev (technically knowledgeable)
4) Target audience member (ideal)

Step 4.2 — Test Protocol

Provide testers the prototype and observe WITHOUT giving instructions.

Observe:

  • Do they figure it out without help?
  • Where do they get stuck?
  • Do they smile / curse / lean in?
  • Do they want to keep playing after the test?
  • What do they try that you didn't expect?

Ask after:

  • "What was confusing?"
  • "What was the moment it 'clicked'?"
  • "What would make this more fun?"
  • "What's one thing you'd change?"

Do NOT ask:

  • "Did you like it?" (they'll be polite)
  • "Is this a good idea?" (they don't know)

Step 4.3 — Score Against Criteria

Rate 1-5 for each criterion. Collect data below.


🚦 Phase 5: Decision

Step 5.1 — The Three Doors

Outcome Criteria Action
PROCEED 🟢 Most criteria met; data supports hypothesis Move to production. Archive the prototype. Start fresh with real code.
PIVOT 🟡 Mixed results; interesting but needs change Document what didn't work. Modify hypothesis. Run another prototype sprint (1 day max).
KILL 🔴 Hypothesis disproven or not worth pursuing Celebrate the learning. Document findings. Move to next concept. NO sunk-cost.

Step 5.2 — Decision Document

Write prototype-result.md:

# Prototype Results

## Hypothesis
[Original hypothesis statement]

## What We Built
[One-paragraph summary]

## Duration
[Start date] — [End date] ([X] days)

## Results

| Criterion | Score | Notes |
|-----------|-------|-------|
| Criterion 1 | X/5 | [notes] |
| Criterion 2 | X/5 | [notes] |
| ... | ... | ... |

## Playtest Feedback
- **What worked:** [list]
- **What didn't:** [list]
- **Surprises:** [list]

## Decision: [PROCEED / PIVOT / KILL]

**Rationale:** [Why this decision]

## Lessons Learned
- [Lesson 1]
- [Lesson 2]

## Next Steps
- [If PROCEED] → Write/update GDD, start `architecture` design
- [If PIVOT] → Adjust hypothesis, plan next sprint
- [If KILL] → Return to `brainstorm` for next concept

Step 5.3 — Archive or Delete

If PROCEED: Archive the prototype in a _prototypes/ folder. Do not reuse code. Write fresh production code based on lessons learned.

If PIVOT: Keep the prototype. Fork or modify for the next sprint. Set a 1-day time limit on the pivot sprint.

If KILL: Delete or archive. Move on quickly.


⚡ Game Jam Variant

For game jams (48-72 hours), the prototype IS the game. Adapt:

  1. Hour 0-4: Concept + core loop (Phase 1-2 compressed)
  2. Hour 4-24: Core mechanic working (Phase 3 day 1 + 2)
  3. Hour 24-48: Content + polish (Phase 3 day 3 extended)
  4. Final hours: Playtest + ship (no kill option)

In a jam, the prototype becomes the release. Code quality is secondary. Shipping > Perfect.