Rapid Game Concept Prototyping

VerifiedCaution

Rapid prototyping workflow to quickly validate a game concept or mechanic. Produces throwaway code and a structured report.

Sby Skills Guide Bot
DevelopmentIntermediate
7/24/2026
Claude Code
#game-development#rapid-prototyping#concept-validation#throwaway-code#playtest-report

Recommended for

Automated summary

Rapid prototyping workflow that deliberately relaxes production standards to validate a game concept or mechanic, producing throwaway code and a structured prototype report.

Strengths

  • Forces an explicit question/hypothesis to be stated before any code is written
  • Explicitly permits shortcuts (hardcoded values, placeholder assets, no error handling) to move fast
  • Outputs a standardized report with metrics, a PROCEED/PIVOT/KILL recommendation and lessons learned
  • Three review modes (full/lean/solo) and runs isolated in a dedicated worktree

Limitations

  • The resulting code is explicitly throwaway and flagged as not for production
  • Depends on project-specific framework files (AGENTS.md, docs/framework/director-gates.md) being present
  • Feel-based metrics remain subjective and rely on the prototyper's judgment
  • Only covers game concepts, not general application prototyping
When to use it

Use it when you need to quickly test whether a game mechanic or concept is worth pursuing before investing in production architecture.

When not to use it

Avoid it for production features, refactors, or any code that must be tested, robust and maintained.

Security analysis

Caution
Quality score88/100

The skill is a legitimate prototyping workflow and does not contain destructive commands, credential exfiltration, obfuscated payloads, or attempts to disable safety. Risk is moderate because it uses Bash to run generated code and writes files, but the actions are scoped to prototype directories and clearly marked as non-production.

Findings
  • •Uses Bash to execute locally generated prototype code, which could run arbitrary code if the prototype implementation is malicious or flawed.
  • •Writes and edits files under `prototypes/[concept-name]/` and may update `REPORT.md`, but scope is constrained to prototype artifacts.
  • •Spawns a `creative-director` subagent via Task, expanding execution beyond the main agent.
  • •Explicitly relaxes standards and skips error handling, which can produce unsafe throwaway code even though it is marked non-production.
How this analysis is made

Examples

Tester une mécanique de grappin
/prototype tester si une mécanique de grappin pour la traversée est amusante, avec 200 ms de latence d'entrée simulée --review lean
Valider une boucle de combat
/prototype valider une boucle de combat au tour par tour avec 3 compétences maximum, pour voir si le rythme tient sur 5 minutes de jeu
Prototype avec revue complète
/prototype vérifier si un système de crafting basé sur la dégradation d'objets crée des décisions intéressantes --review full

name: prototype description: "Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report." argument-hint: "[concept-description] [--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task agent: prototyper isolation: worktree

Phase 1: Define the Question

Resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See docs/framework/director-gates.md for the full check pattern.

Read the concept description from the argument. Identify the core question this prototype must answer. If the concept is vague, state the question explicitly before proceeding — a prototype without a clear question wastes time.


Phase 2: Load Project Context

Read AGENTS.md for project context and the current tech stack. Understand what engine, language, and frameworks are in use so the prototype is built with compatible tooling.


Phase 3: Plan the Prototype

Define in 3-5 bullet points what the minimum viable prototype looks like:

  • What is the core question?
  • What is the absolute minimum code needed to answer it?
  • What can be skipped (error handling, polish, architecture)?

Present this plan to the user before building. Ask for confirmation if scope seems unclear.


Phase 4: Implement

Ask: "May I create the prototype directory at prototypes/[concept-name]/ and begin implementation?"

If yes, create the directory. Every file must begin with:

// PROTOTYPE - NOT FOR PRODUCTION
// Question: [Core question being tested]
// Date: [Current date]

Standards are intentionally relaxed:

  • Hardcode values freely
  • Use placeholder assets
  • Skip error handling
  • Use the simplest approach that works
  • Copy code rather than importing from production

Run the prototype. Observe behavior. Collect any measurable data (frame times, interaction counts, feel assessments).


Phase 5: Generate Prototype Report

Draft the report:

## Prototype Report: [Concept Name]

### Hypothesis
[What we expected to be true -- the question we set out to answer]

### Approach
[What we built, how long it took, what shortcuts we took]

### Result
[What actually happened -- specific observations, not opinions]

### Metrics
[Any measurable data collected during testing]
- Frame time: [if relevant]
- Feel assessment: [subjective but specific -- "response felt sluggish at
  200ms delay" not "felt bad"]
- Player action counts: [if relevant]
- Iteration count: [how many attempts to get it working]

### Recommendation: [PROCEED / PIVOT / KILL]

[One paragraph explaining the recommendation with evidence]

### If Proceeding
[What needs to change for a production-quality implementation]
- Architecture requirements
- Performance targets
- Scope adjustments from the original design
- Estimated production effort

### If Pivoting
[What alternative direction the results suggest]

### If Killing
[Why this concept does not work and what we should do instead]

### Lessons Learned
[Discoveries that affect other systems or future work]

Ask: "May I write this report to prototypes/[concept-name]/REPORT.md?"

If yes, write the file.


Phase 6: Creative Director Review

Review mode check — apply before spawning CD-PLAYTEST:

  • solo → skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 7 summary with the prototyper's recommendation as the final verdict.
  • lean → skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 7 summary with the prototyper's recommendation as the final verdict.
  • full → spawn as normal.

Spawn creative-director via Task using gate CD-PLAYTEST (docs/framework/director-gates.md).

Pass: the full REPORT.md content, the original design question, game pillars and core fantasy from design/gdd/game-concept.md (if it exists).

The creative director evaluates the prototype result against the game's creative vision and pillars, then confirms, modifies, or overrides the prototyper's PROCEED / PIVOT / KILL recommendation. Their verdict is final. Update the REPORT.md Recommendation section if the creative director's verdict differs from the prototyper's.


Phase 7: Summary and Next Steps

Output a summary to the user: the core question, the result, the prototyper's initial recommendation, and the creative-director's final decision. Link to the full report at prototypes/[concept-name]/REPORT.md.

If PROCEED: run /design-system to begin the production GDD for this mechanic, or /architecture-decision to record key technical decisions before implementation.

If PIVOT or KILL: no further action needed — the prototype report is the deliverable.

Verdict: COMPLETE — prototype finished. Recommendation is PROCEED, PIVOT, or KILL based on findings above.

Important Constraints

  • Prototype code must NEVER import from production source files
  • Production code must NEVER import from prototype directories
  • If the recommendation is PROCEED, the production implementation must be written from scratch — prototype code is not refactored into production
  • Total prototype effort should be timeboxed to 1-3 days equivalent of work
  • If the prototype scope starts growing, stop and reassess whether the question can be simplified

Recommended Next Steps

  • If PROCEED: Run /design-system [mechanic] to author the production GDD, or /architecture-decision to record key technical decisions before implementation
  • If PIVOT: Run /prototype [revised-concept] to test the adjusted direction
  • If KILL: No further action required — the prototype report is the deliverable
  • Run /playtest-report to formally document any playtest sessions conducted during prototyping

From the file to a first result

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View the source and supporting files

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1. Download the file

Download SKILL.md

From the root of a test project, save the file as .skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md, or use the command below. This folder is for inspecting the skill before installation.

Command for macOS/Linux or WSL: requires a POSIX shell and curl. On Windows without WSL, use the download button and create the folder manually.

mkdir -p '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c' && curl --fail --show-error --location 'https://skills-guides.com/api/skills/rapid-game-concept-prototyping-mryiqh2c/download' --output '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md.part' && mv '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md.part' '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md'

2. Check prerequisites

Read SKILL.md before using it. If it references scripts or external services, inspect them and prepare the required access in your test environment.

Tools declared by the author (check availability in your agent): Read, Glob, Grep, Write, Edit, Bash, Task

No recognized prerequisites section in this file. This does not mean it is self-contained: libraries, tools and access requirements may be mentioned elsewhere in the content or source repository.

The platforms on this page are catalog indications. The paths below follow tool documentation; they do not prove this skill has been run in those tools. No minimum tool version is confirmed for this listing.

3. Load the skill

After inspection, copy the complete folder into your project using one of the commands below, then open a new tool session. The command stops if a folder with the same name already exists: compare the files before replacing it.

Claude Code
test -f '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md' && test -s '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md' && mkdir -p '.claude/skills' && test ! -e '.claude/skills/prototype' && cp -R '.skill-downloads/rapid-game-concept-prototyping-mryiqh2c' '.claude/skills/prototype'

OpenSkills

OpenSkills must already be installed. The local install/read procedure is checked with OpenSkills 1.5.0, which requires Node.js ≥ 20.6.0. Catalog slugs are not resolved automatically.

Official OpenSkills installation
openskills install './.skill-downloads/rapid-game-concept-prototyping-mryiqh2c'

openskills read 'rapid-game-concept-prototyping-mryiqh2c'

Reading should display the installed file content and its base directory. It does not run the skill or install its dependencies.

For an agent that reads AGENTS.md, then sync the index. This command changes AGENTS.md: review the diff before using it.

openskills sync

Manual method or another tool: attach SKILL.md to a conversation, or open it in an agent that can read files. Include any required supporting resources. No universal folder is recognized by every tool.

4. Try a first task

Use a short, synthetic input: an API endpoint, a small document or an interface brief. In a new conversation, attach the file or give the agent its path, then adapt this request:

Read .skill-downloads/rapid-game-concept-prototyping-mryiqh2c/SKILL.md and apply its instructions to this example: [describe a test input]. Identify any missing files, dependencies or access. Produce the result requested by the skill without inventing data or running unreviewed scripts.

Expected result: output matching the skill instructions, or a precise list of missing prerequisites. A read confirmation alone does not validate a first use. If an external resource is unavailable, that path remains untested.

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