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Development Skill

Prototype

Rapid proof-of-concept builds

Prototyping is how I communicate, and how I solve problems. You can debate a design concepts for hours. A twenty-minute iteration will tell you more than a document ever could. Like an artist sketches, I build my vision.

Build First

The fastest path to a real answer is a playable thing that people can experience. Arguments about whether a mechanic will be fun are mostly resolved the moment someone experiences it. I aim to prove my concepts before fully diving into it.

I draw a hard line between prototyping and production. Prototyping is about learning: what works, what does not, and what the player actually does versus what the design assumes they will do. I move fast, build rough, test often, and easy kill an idea if it does not work.

Slam ability prototype & polish - Oh, Bugger!

Kill Fast, Learn Faster

If a mechanic does not create something worth exploring as a prototype, production polish will not save it. I kill ideas quickly and without remorse. Efficiency means everything in my design process.

The hardest part is scrapping what almost works. "Almost" is just not good enough. Some ideas come back stronger after being cut. The time away can reveal a missing piece.

Prototypes as Communication

A working prototype communicates intent across disciplines in a way no document can. Programmers understand the logic. Artists understand the feeling. Producers understand risks. All from a simple playable prototype.

In practice

Rivertale anchor mechanic: First version was a single button hold. Playtested immediately, then got replaced with a rotary encoder after a session revealed players wanted physical effort to match the immersive experience.

Mowdown boost system: Prototyped as a simple speed multiplier. Iterated to a resource-based system within a week once playtesting showed the multiplier had no meaningful decision behind it.

Oh, Bugger! group management: Built and tested in two days before any art supported it. Proved the core gameplay improvement before committing to the design.