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PolBrothers TechnologiesPolBrothers
Interactive EntertainmentGaming Division (internal IP)

From concept to publisher-ready vertical slice in six weeks

A 3D mobile prototype built in Unity on a fixed six-week timeline, used to open a publishing conversation with a regional partner.

Concept to playable vertical slice
6 weeks
Android performance target met
Mid-range
Finished to shipping quality
1 level

The challenge

  • A publishing conversation required something playable, not a pitch deck, on a fixed date.
  • The scope had to demonstrate core gameplay, art direction and performance on mid-range Android devices simultaneously.
  • There was no room for a second attempt within the window.

The solution

  • Locked a single core mechanic in week one and refused additions to it for the rest of the build.
  • Built a vertical slice — one level, fully finished — rather than a broad but unpolished demo.
  • Profiled on a mid-range target device weekly, not at the end.

Implementation

  • Art and engineering worked to the same weekly build so integration never accumulated.
  • Performance budgets set per frame at the start and treated as a release gate.
  • Playtested internally every Friday, with the mechanic tuned from observed behaviour rather than opinion.

Technology

UnityC#PlayFabBlenderAndroid

Outcome

The slice secured a publishing conversation with a regional partner and now anchors the Gaming Division's prototyping process.

Have a similar problem?

Tell us what you are trying to build and we will come back with an approach — not a sales deck.