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.