Most game ideas die in a document. The fastest way to know if yours is fun is to play it. We build playable Unity prototypes: the core loop, the controls and just enough art to make the feeling readable — so you can test it, pitch it, or decide to build the real thing.
What you get
- A playable build for Windows, Mac or mobile, not a video or a slideshow.
- The core loop working — the thing the player does over and over, tuned until it feels right.
- Clean Unity project — organised scenes, scripts and prefabs you or another team can keep building on.
- Placeholder or real assets — primitives to move fast, or 3D models made in Blender when the look is part of the pitch.
Typical uses
Validating a mechanic before hiring a full team. A vertical slice for a publisher or investor meeting. A Steam page demo to start collecting wishlists. A small desktop or idle game that can ship on its own.
How it works
We start by writing down the one sentence that describes the fun, then build only what proves it. You get a new build to play every few days, and your feedback steers the next round. When the prototype answers the question it was built for, we stop — or keep going into production if the answer is yes.
Pricing
We work at $25/hour with a written estimate up front. A focused prototype is usually measured in weeks, not months, because we cut everything that does not test the core idea.
Good fit if
You have a game idea, a design doc or a paper prototype, and you need someone who can turn it into something playable in Unity without a long hiring process.
Send us the idea in a few lines — genre, platform, what makes it different. We reply with questions and a first estimate.
