prototype-fast
Skill1 starsChanged 29 days agoMITView on GitHub
Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
1 other project uses a version of this.
Adopted by
Steady: 0 new projects took it in the last 4 weeks, none the 4 weeks before.thin data
Most recently taken up by
- gamedev-skills/awesome-gamedev-agent-skillsword for word, first seen Oct 23, 2026
Other versions1 project uses a version of this.
Word for word · 1
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4k100% same
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How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository58 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- cf-cliSkill
- durable-objectsSkill
- game-gdd-authorSkill
- game-playtestSkill
- pmndrs-handleSkill
- pmndrs-pointer-eventsSkill
- pmndrs-uikitSkill
- pwa-offlineSkill
- review-game-trailerSkill
- scenario-blender-expertSkill
- scenario-blender-retopologySkill
- scenario-blender-uv-bakingSkill
- threejs-perf-loadingSkill
- webapp-testingSkill
- workers-best-practicesSkill
- wranglerSkill
- xr-perceptual-constraints-displays-and-trackingSkill
- xr-platforms-audio-and-comfortSkill
- xr-referenceSkill
- xr-rendering-input-and-spatial-understandingSkill
- xr-ux-design-and-performance-budgetingSkill
- horizon-launch-roadmapSkill
- horizon-store-listing-assetsSkill
- horizon-web-store-publishSkill
- horizon-web-vrc-checklistSkill
- iwsdk-asset-pipelineSkill
- iwsdk-dev-workflowSkill
- iwsdk-performanceSkill
- iwsdk-project-setupSkill
- iwsdk-quest-device-testingSkill
- iwsdk-testingSkill
- iwsdk-vr-glassesSkill
- quest-browser-webxrSkill
- iwsdk-build-modelSkill
- iwsdk-compose-sceneSkill
- iwsdk-debugSkill
- iwsdk-depth-occlusionSkill
- iwsdk-devSkill
- iwsdk-grabSkill
- iwsdk-hostingSkill
- iwsdk-migrate-0-5Skill
- iwsdk-native-xr-testSkill
- iwsdk-physicsSkill
- iwsdk-pwa-packagingSkill
- iwsdk-raySkill
- iwsdk-uiSkill
- hz-immersive-designerSkill
- hz-iwsdk-webxrSkill
- hz-new-project-creationSkill
- hz-perfetto-debugSkill
- hz-quest-verify-firstSkill
- hz-simpleperf-debugSkill
- hz-store-pwaSkill
- hz-store-submitSkill
- hz-vr-debugSkill
- metavr-cliSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 17
Use when validating a single mechanic or "what if", building a vertical slice / MVP, greyboxing a level or interaction, or de-risking an …
- Distinctive: line 19
Use when the user says "just get something playable", "is this fun?", or "rough it in".
- Distinctive: line 39
Instrument for the question: Add on-screen debug text / gizmos that show the thing you are judging (speed, distance, timing window).
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Prototype Fast
Get a mechanic into a player's hands fast to learn whether it's worth building. The output of a prototype is a decision (keep / kill / refactor), not a product. Optimize for learning speed, and decide up front whether the code is throwaway or load-bearing.
When to use
- Use when validating a single mechanic or "what if", building a vertical slice / MVP, greyboxing a level or interaction, or de-risking an idea before committing real time.
- Use when the user says "just get something playable", "is this fun?", or "rough it in".
When not to use: a timed competition with a deadline and a submission (use game-jam);
shipping or updating a real release (use steam-publish / itch-publish); building the
production version of a validated feature (use the engine/genre skill directly).
Core workflow
- Write the one question. State the single thing the prototype must answer, e.g. "Is grappling-while-falling satisfying to control?" If you have two questions, build two prototypes. A prototype that tests everything tests nothing.
- Decide throwaway vs keep — before you write code. Throwaway (a spike): hard-code, no architecture, delete after. Keep: still rough, but folder/names you can grow. Most prototypes should be throwaway; pretending otherwise is how prototypes rot into the shipping codebase.
- Set a hard timebox (30-90 min for a mechanic; one sitting for a slice) and a visible timer. The constraint is the point — it forces you to test the core idea, not the trim.
- Greybox everything non-essential. Primitives for art (boxes, circles, capsules), built-in fonts, one debug sound or none. Spend zero minutes on anything the question doesn't depend on.
- Instrument for the question. Add on-screen debug text / gizmos that show the thing you are judging (speed, distance, timing window). You're measuring, not decorating.
- Playtest immediately and honestly. Play it yourself, then hand it to one other person without explaining the controls. Watch where they struggle.
- Make the call against your kill criteria (below). Keep → schedule the real build and rewrite, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow the question and spike again.
Patterns
1. The prototype brief (fill this in before coding)
QUESTION: The one thing this must prove (binary if possible).
CORE VERB: The single action the player repeats.
THROWAWAY?: yes -> hard-code freely, delete after. no -> minimal structure to grow.
TIMEBOX: e.g. 60 min. Stop when it rings, even if unfinished.
KEEP IF: observable signal that means "fun / worth building" (see kill criteria).
KILL IF: observable signal that means "stop".2. Greybox the core loop, fake everything else (engine-agnostic pseudocode)
# Only the CORE VERB is real. Visuals are primitives; systems are stubs.
on update(dt):
read_input()
apply_core_mechanic(dt) # the ONLY thing you're testing — make this feel right
draw_primitive(player) # a box. not a sprite. not animated.
draw_debug_hud(speed, timing) # show the numbers you're judging
# enemies, menus, save, audio, art -> stubbed or absent until the verb proves out3. Kill criteria — make the keep/kill call observable, not emotional
KEEP when, with placeholder art:
- a fresh player does the core verb on purpose within ~30s, unprompted, and
- you (or they) repeat the loop "one more time" without being asked.
KILL when:
- the verb only feels good after you explain it, or
- making it fun needs systems far beyond the prototype's scope, or
- you're adding art/levels to avoid admitting the verb is flat.
REFACTOR when one variable is clearly off (too slow, window too tight) -> retune, retest.4. Containment: keep a spike out of the shipping codebase
prototypes/<idea-name>/ # separate folder or project, never imported by main game
- hard-coded values, single file ok, magic numbers welcome
- committed on a throwaway branch (or not at all)
Rule: a "keep" decision authorizes a REWRITE in the real project, not a copy-paste of the
spike. Prototype code carries prototype assumptions; shipping it ships the assumptions.Pitfalls
- Polishing too early. Art, menus, and audio make a flat mechanic look finished and delay the verdict. Greybox until the verb is proven.
- No kill criteria. Without a written "kill if", every prototype "has potential" and nothing gets cut. Decide the signal before you're attached to the code.
- Building systems instead of the mechanic. Inventory, save/load, and settings are not the question. Stub them.
- The spike becomes the product. Throwaway code promoted to production is technical debt with a fun origin story. Rewrite on a keep.
- Prototyping in the real codebase. It tangles experiments with shipping systems and makes the spike expensive to delete. Use a separate folder/project.
- Testing only yourself. You know the controls and the intent. One uncoached outside player reveals more in two minutes than an hour of self-play.
References
- For working under a hard external deadline and submitting, read the
game-jamskill. - For the engine-specific core loop you'll greybox in, read that engine's skill
(
godot-gdscript,phaser-core,love2d-core,unity-csharp-scripting, …).
Related skills
game-jam— same scope discipline applied to a timed competition with a submission.- Engine cores and genre skills — where a "keep" decision gets rebuilt properly.
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