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prototype-fast — Claude Code skill: what it does, how to install

A gamedev skill that turns one mechanic into a playable greybox prototype under a hard timebox, then helps you decide whether to keep it.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill prototype-fast -a claude-code
Open on GitHub

What prototype-fast does

The skill takes a single mechanic from a blank project to something a player can hold, and judges one question: is it fun. That question gets written down first. Then you pick what happens to the code, a throwaway spike or a rough base you will grow. Only after that do you build. A timebox of 30-90 minutes, primitive shapes for art, built-in fonts, an on-screen readout for the numbers you are judging.

Inside are seven steps and a brief template that records the question, the core verb, the timebox, and the keep/kill signals. Prototype work stays in prototypes/<idea-name>/, away from the main game, and a keep verdict authorizes a rewrite instead of a copy of the spike.

Kill criteria come before coding, because without a written kill signal every prototype looks promising. The skill also pushes you to hand the build to one uncoached player, since you already know the controls. For a timed competition with a submission it points at game-jam instead.

What it helps with

  • write the single question a prototype has to answer
  • timebox a mechanic spike to 30-90 minutes
  • greybox a level with primitives instead of art
  • put debug numbers on screen to see where control breaks
  • set keep and kill criteria before you get attached to the code

Example prompts for the agent

  • Rough in a playable prototype of the grapple in an hour: primitives only, no art, no audio.
  • Use prototype-fast: one mechanic, a 60-minute timebox, keep and kill criteria written before any code.
  • Is this fun? Build a greybox blockout in prototypes/<idea-name>/ with a debug HUD showing speed and timing.

How to install prototype-fast

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill prototype-fast -a claude-code

2Manually: put the files in place

~/.claude/skills/prototype-fast/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/prototype-fast/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about prototype-fast

How do I install prototype-fast in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill prototype-fast -a claude-code. The skill file lands at ~/.claude/skills/prototype-fast/SKILL.md.

What does prototype-fast do?

It walks one mechanic from an empty project to a playable prototype under a timebox, and makes you define the observable signal for keeping or killing the idea up front.

Is it tied to one game engine?

No. The core loop pseudocode is engine-agnostic, and for the actual build it sends you to the engine skill you greybox in, such as godot-gdscript, phaser-core, love2d-core or unity-csharp-scripting.

Source text

SKILL.md · Apache-2.0
---
name: prototype-fast
description: >
  Build a playable prototype in about an hour to answer one question — is it fun? — with
  greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping
  a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
---

# Prototype Fast

Get a mechanic into a player's hands fast to learn whether it's worth building. The output of
a prototype is a **decision** (keep / kill / refactor), not a product. Optimize for learning
speed, and decide up front whether the code is throwaway or load-bearing.

## When to use

- Use when validating a single mechanic or "what if", building a vertical slice / MVP,
  greyboxing a level or interaction, or de-risking an idea before committing real time.
- Use when the user says "just get something playable", "is this fun?", or "rough it in".

**When *not* to use:** a timed competition with a deadline and a submission (use `game-jam`);
shipping or updating a real release (use `steam-publish` / `itch-publish`); building the
production version of a validated feature (use the engine/genre skill directly).

## Core workflow

1. **Write the one question.** State the single thing the prototype must answer, e.g.
   *"Is grappling-while-falling satisfying to control?"* If you have two questions, build two
   prototypes. A prototype that tests everything tests nothing.
2. **Decide throwaway vs keep — before you write code.** Throwaway (a *spike*): hard-code,
   no architecture, delete after. Keep: still rough, but folder/names you can grow. Most
   prototypes should be throwaway; pretending otherwise is how prototypes rot into the
   shipping codebase.
3. **Set a hard timebox** (30-90 min for a mechanic; one sitting for a slice) and a visible
   timer. The constraint is the point — it forces you to test the *core* idea, not the trim.
4. **Greybox everything non-essential.** Primitives for art (boxes, circles, capsules),
   built-in fonts, one debug sound or none. Spend zero minutes on anything the question
   doesn't depend on.
5. **Instrument for the question.** Add on-screen debug text / gizmos that show the thing you
   are judging (speed, distance, timing window). You're measuring, not decorating.
6. **Playtest immediately and honestly.** Play it yourself, then hand it to one other person
   without explaining the controls. Watch where they struggle.
7. **Make the call against your kill criteria** (below). Keep → schedule the real build and
   *rewrite*, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow
   the question and spike again.

## Patterns

### 1. The prototype brief (fill this in before coding)

```text
QUESTION:     The one thing this must prove (binary if possible).
CORE VERB:    The single action the player repeats.
THROWAWAY?:   yes -> hard-code freely, delete after.  no -> minimal structure to grow.
TIMEBOX:      e.g. 60 min. Stop when it rings, even if unfinished.
KEEP IF:      observable signal that means "fun / worth building" (see kill criteria).
KILL IF:      observable signal that means "stop".
```

### 2. Greybox the core loop, fake everything else (engine-agnostic pseudocode)

```text
# Only the CORE VERB is real. Visuals are primitives; systems are stubs.
on update(dt):
    read_input()
    apply_core_mechanic(dt)        # the ONLY thing you're testing — make this feel right
    draw_primitive(player)         # a box. not a sprite. not animated.
    draw_debug_hud(speed, timing)  # show the numbers you're judging
    # enemies, menus, save, audio, art -> stubbed or absent until the verb proves out
```

### 3. Kill criteria — make the keep/kill call observable, not emotional

```text
KEEP when, with placeholder art:
  - a fresh player does the core verb on purpose within ~30s, unprompted, and
  - you (or they) repeat the loop "one more time" without being asked.
KILL when:
  - the verb only feels good after you explain it, or
  - making it fun needs systems far beyond the prototype's scope, or
  - you're adding art/levels to avoid admitting the verb is flat.
REFACTOR when one variable is clearly off (too slow, window too tight) -> retune, retest.
```

### 4. Containment: keep a spike out of the shipping codebase

```text
prototypes/<idea-name>/      # separate folder or project, never imported by main game
  - hard-coded values, single file ok, magic numbers welcome
  - committed on a throwaway branch (or not at all)
Rule: a "keep" decision authorizes a REWRITE in the real project, not a copy-paste of the
spike. Prototype code carries prototype assumptions; shipping it ships the assumptions.
```

## Pitfalls

- **Polishing too early.** Art, menus, and audio make a flat mechanic look finished and
  delay the verdict. Greybox until the verb is proven.
- **No kill criteria.** Without a written "kill if", every prototype "has potential" and
  nothing gets cut. Decide the signal *before* you're attached to the code.
- **Building systems instead of the mechanic.** Inventory, save/load, and settings are not
  the question. Stub them.
- **The spike becomes the product.** Throwaway code promoted to production is technical debt
  with a fun origin story. Rewrite on a keep.
- **Prototyping in the real codebase.** It tangles experiments with shipping systems and
  makes the spike expensive to delete. Use a separate folder/project.
- **Testing only yourself.** You know the controls and the intent. One uncoached outside
  player reveals more in two minutes than an hour of self-play.

## References

- For working under a hard external deadline and submitting, read the `game-jam` skill.
- For the engine-specific core loop you'll greybox in, read that engine's skill
  (`godot-gdscript`, `phaser-core`, `love2d-core`, `unity-csharp-scripting`, …).

## Related skills

- `game-jam` — same scope discipline applied to a timed competition with a submission.
- Engine cores and genre skills — where a "keep" decision gets rebuilt properly.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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