
Prototype the Question, Not the Whole Game
A practical method for turning an uncertain design idea into a small, answerable prototype before production begins.
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Field notes
Practical guides built around a decision, a worked example, primary sources, and the limits that matter.

A practical method for turning an uncertain design idea into a small, answerable prototype before production begins.
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Collect behaviour, context, and severity without turning every player comment into a feature request.
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A gate for deciding whether a promising experiment deserves production-quality systems, art, audio, and content.
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Start with readable text, distinguishable states, flexible input, captions, and settings that can be verified early.
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A controller-first walkthrough for focus, hierarchy, recovery, remapping, and mixed-input behaviour.
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Show what happened, why it mattered, and what the player can try next without turning every miss into a tutorial.
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Translate a target frame rate into measurable CPU, GPU, loading, memory, and content constraints.
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Version the schema, write atomically, test migration, and separate player progress from machine-specific settings.
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Inventory collection, purpose, processors, retention, deletion, and store disclosures before making public claims.
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