prototype

Build throwaway game prototypes to test falsifiable fun hypotheses.

Updated Dec 22, 2024
One-click install
npx skills add https://github.com/imgamer/AILearn --skill prototype-imgamer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/imgamer/AILearn/tree/main/game-studios/Claude-Code-Game-Studios-e375f/.claude/skills/prototype
Command: npx skills add https://github.com/imgamer/AILearn --skill prototype-imgamer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents wasted production time by quickly validating whether a game concept is fun to interact with before you commit to full design documentation.

Core Features & Use Cases

  • Concept prototype with a falsifiable hypothesis: Turns a vague idea into a measurable “If X, then Y” test and confirms the riskiest assumption first.
  • Path-based execution for the right kind of “fun”: Routes to HTML, Engine, or Paper prototypes depending on whether moment-to-moment feel, timing, or rules clarity is the hypothesis.
  • Clear verdict-driven next steps: Produces a throwaway build outcome with PROCEED, PIVOT, or KILL guidance, and supports spike mode for focused mid-production technical/design questions.

Quick Start

Run the prototype session with the concept description using: /prototype "[your concept description]" --path engine --review lean.

Frequently Asked Questions about prototype

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate if a game concept is fun before writing a full GDD?

To validate game concept fun before a GDD, build a fast throwaway prototype guided by a falsifiable hypothesis, confirming your riskiest assumption first to prevent wasted production time.

When should I use HTML, Engine, or Paper paths for game prototyping?

Use HTML, Engine, or Paper prototype paths based on your hypothesis type: HTML for moment-to-moment feel, Engine for timing, and Paper for rules clarity to test the right kind of fun.

What is a falsifiable hypothesis in game prototyping and how does it work?

A falsifiable hypothesis in game prototyping turns a vague idea into a measurable “If X, then Y” test, directly confirming or disproving your riskiest design assumption before full commitment.

How do I test a specific game mechanic during mid-production?

To test a specific game mechanic during mid-production, run a focused spike-mode prototype with a hard timebox, collecting observations to answer technical or design questions quickly.

What should I do after running a game prototype playtest?

After running a game prototype playtest, review the collected observations to output a PROCEED, PIVOT, or KILL recommendation, guiding your next workflow step decisively.

Do I need a complete GDD to start game prototyping?

No, you do not need a complete GDD to start game prototyping; this approach specifically builds a fun-proof throwaway build early to validate concepts before committing to full design documentation.