6 to 8 weeks · 4 milestones · 17 tasks
Vertical Slice
Ten minutes of the final game at final quality, to find out if it's fun and if you can afford to finish it.
A slice answers two questions: is the loop fun without art, and what does one polished chunk actually cost. The milestones separate those questions so you don't paint a loop that isn't working.
Best when: After the prototype proved the idea, before committing a year to production or pitching a publisher.
Use this template in QuestlogM1Define the slice
Week 1 · 3 tasks- Write what ten minutes of the final game feels likeDesignurgent
Moment to moment. Where the player is, what they do, what they feel.
- List every system the slice needs, mark each final or fakedDesignhigh
Faking is allowed. Pretending it's final is not.
- Set the quality bar: one reference game per disciplineDesignhigh
Art, audio, feel. Pick something you can actually hit.
M2Core loop to fun
Weeks 2 to 3 · 4 tasks- Core mechanic in greybox until it's funCodeurgent
No art budget until this task is done.
- Greybox the slice levelDesignhigh
Blockout with correct scale and pacing. Doors, sightlines, beats.
- One encounter or puzzle tuned end to endDesignhigh
The thing a player will remember from the slice.
- Internal playtest: is the loop fun without art?Designurgent
If no, stop here and fix it. Art hides problems for exactly one playtest.
M3Final quality
Weeks 4 to 6 · 6 tasks- Player character at ship qualityArthigh
Model, animation set, VFX. This is the asset that gets screenshotted.
- One environment set at ship qualityArthigh
Only what the slice level needs. Nothing speculative.
- HUD and menus at ship qualityArthigh
Health, objective, pause. Final font, final layout.
- Music and full sound pass for the sliceAudiohigh
Ambience, combat layer, UI sounds, one track.
- Save or checkpoint systemCodehigh
Testers who lose progress stop testing.
- Hit the performance target on minimum specCodehigh
Pick the number now. 60 fps on the weakest machine you'll support.
M4Slice build
Weeks 7 to 8 · 4 tasks- External playtest with five people, log findings as bugsDesignurgent
Strangers, not friends. Severity on every bug.
- Fix the top ten issuesCodeurgent
Ranked by how many testers hit them, not by how annoying they are to you.
- Record a 60-second gameplay captureOtherhigh
No title cards. Gameplay from frame one.
- Password-protected build and one-page pitchOtherhigh
What it is, who it's for, what's left to build, what it costs.
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