Game Creation
Prototyping and iteration
Build early enough to learn, small enough to change
A playable question
A prototype should answer something specific: is the decision interesting, is the control understandable or does the round have a satisfying ending?
Observe before expanding
If the basic interaction is confusing, more menus and rewards will not fix it. We use the smallest useful build to find the next meaningful improvement.
Iterate with a record
Record what changed, why it changed and what was checked. Keep working candidates separate from approved builds so that a successful test remains traceable.
Know what a prototype is
A visual flow can demonstrate a direction while lacking production services. We distinguish a concept, an interactive prototype and a release-ready experience.

