Validate Ideas Before Full Production
A prototype costs a fraction of a production budget and tells you the thing a production budget cannot buy back: whether the idea was good in the first place.
Most cancelled games were not cancelled because the team could not build them. They were cancelled because somebody finally played the core loop after eighteen months of production and discovered it was not fun. That discovery cost a full budget and a full team's worth of time to arrive at something a two-week prototype would have told them for free. Game prototyping exists to answer the one question that actually determines whether a project should exist: is the core loop good, on its own, with nothing dressed up around it? Everything else, the art, the narrative, the monetization, is a multiplier on that answer. Multiply a good loop, and you get a hit. Multiply a bad one, and you get an expensive, polished bad game. We build gameplay prototypes, proof of concepts, vertical slices, and MVPs that answer whether the game is fun before the game is a mortgage. Fast, honest, and built to be thrown away if the answer is no, which is sometimes the most valuable thing a prototype can tell you.


Every prototype format, matched to the specific question it needs to answer.

Core loop builds stripped of everything that is not the loop. No final art, no narrative, no polish. Just the mechanic, playable, so you can feel whether it works before deciding whether it deserves the rest of the budget.

Technical proof of concept builds that answer a specific feasibility question: can this mechanic actually run at scale, does this rendering approach hold the frame budget, does this networking model survive real latency. Narrow scope, specific answer.

A fully polished, representative slice of the finished game: final art, final feel, final production values, in a controlled scope. The document that convinces a publisher, an investor, or your own leadership that the full game is real.

Individual mechanic testing before they get bolted together into a system. The dodge roll gets tested alone before it gets tested against the combat system it needs to feel good inside of.

Compressed-timeline prototyping for teams that need an answer this week, not next quarter. Speed without skipping the parts that make the answer trustworthy.

Minimum viable product builds with the smallest feature set that still represents the actual game, built to be shown to real players or real investors and generate a real reaction.

Focused builds that test one proposed feature in isolation before it gets greenlit into the main production roadmap. Cheaper to kill a feature at prototype stage than at sprint fourteen.

Networked prototypes that test the actual multiplayer feel, not just the single-player mechanic with a theoretical multiplayer layer imagined on top of it. Latency, sync, and matchmaking behavior tested early, because multiplayer problems found late are rewrite-sized problems.

Interactive UI and UX prototypes that test navigation flow and information clarity before a single final asset is produced. Wireframes you can actually click through, not slides you have to imagine clicking through.

Polished, distributable demo builds for showcases, press, Steam Next Fest, or publisher meetings. Built to represent the game honestly to an external audience, not just to your internal team.

Iterative refinement of an existing prototype based on playtest data, not just aesthetic notes. The second version of a prototype should be measurably more fun than the first, and we can show you the data that proves it.

An honest engineering assessment of whether your concept is buildable at your stated budget, platform, and timeline, before you commit to any of the three. Sometimes the most valuable deliverable is the one that tells you to change the plan.


Tell us the core loop and the question you actually need answered. We will tell you what it takes to build a prototype that answers it honestly. Send the concept. Itemized scope and estimate within 48 hours. NDA signed before the pitch, not after. The fastest way to find out if your game idea is good is to stop imagining it and start playing it.
A prototype costs a fraction of a production budget and tells you the thing a production budget cannot buy back: whether the idea was good in the first place.
Every risky assumption in your design document gets tested at prototype scale, where being wrong costs weeks, not the risk being discovered at production scale, where being wrong costs the project.
A playable build closes more funding conversations than a pitch deck ever will. Investors and publishers have seen a thousand slide decks. A prototype they can actually play is a different conversation entirely.
Prototyping moves fast because it is supposed to. We are not precious about throwing away a build that answered its question and served its purpose.
Our prototyping team has built more prototypes than most studios have built games. They know which corners are safe to cut and which ones will silently invalidate your test if you cut them.
Mobile, PC, console, and VR prototyping under one roof, so the platform decision does not force a studio switch mid-validation.
Tight feedback loops with your internal team throughout, because the point of a prototype is the conversation it generates, not a build delivered into silence.
One developer for a two-week core loop test. A full squad for a publisher-facing vertical slice. The team size matches the question being asked.
Know if the game is fun before you have hired the team that will spend two years finding out the hard way.
Fix a broken core loop when it is a day of code, not a live game update players are already angry about.
Confirm the central hook actually works before every other system in the game gets built to depend on it.
A killed prototype is a saved production budget. This is the cheapest insurance a game project can buy.
Real player reactions before the game design has calcified into something too expensive to change.
A validated prototype produces a production plan grounded in evidence instead of optimism.
A playable demo is the strongest fundraising asset in games. It is proof, not a promise.
Prototype learnings become the roadmap's foundation instead of assumptions nobody stress-tested.
The concept, the core question, and what a successful prototype needs to prove are established before any build begins.
Platform, scope, timeline, and technical constraints locked so the prototype answers the right question, not an easier one.
Scope document defining exactly what is in the build and what is deliberately left out.
The mechanic, built and playable, as fast as honest engineering allows.
Placeholder or light-pass visuals, only to the degree the test actually requires them.
Structured playtesting with documented findings, not just a group of developers nodding at their own work.
Iteration on what the playtesting revealed, with each pass measurably improving the loop.
The build, the findings, and an honest recommendation on what to do next, including if that recommendation is to stop.


Systems thinkers who know which mechanic to test first and which questions a prototype cannot actually answer.
Fast, disciplined engineers who build for iteration speed without producing code nobody can build on later.
Pipeline specialists who get just enough visual fidelity into a prototype to make the test honest.
Interface designers who prototype flows players can actually navigate, not wireframes that only make sense in a meeting.
Testers who separate "this is a prototype bug" from "this mechanic is fundamentally broken," which is a harder distinction than it sounds.
Scope guardians who keep a two-week prototype from quietly turning into a six-month production.
Our Technology Expertise in 3D Character Modeling.

Fast-iteration prototyping for mobile, PC, and cross-platform concepts.

High-fidelity vertical slices and prototypes where visual quality is part of the pitch.

Lightweight, fast prototyping for 2D and small-scope concepts.

Unity gameplay logic and rapid systems iteration.

Performance-critical Unreal systems where the prototype needs to prove technical feasibility.

Fast Unreal prototyping without waiting on a full compile cycle for every iteration.

Clean iteration history so you can see exactly how the prototype evolved and why.

Transparent sprint tracking so you always know what has been tested and what has not.
We had a design document we were convinced was a hit. Cobweb built the core loop in nine days. It was not a hit. It was fine. That prototype saved us from an eighteen-month production on a game that would have been fine, which in this market is a polite word for failed. We pivoted the mechanic based on what the prototype revealed, and the second version tested significantly better.
We needed a vertical slice to close our Series A. Cobweb delivered a fifteen-minute polished slice in six weeks that represented the full game honestly, not a fake demo that would embarrass us at production scale. The investors played it in the room. We closed the round two weeks later.
Our publisher wanted proof our proposed multiplayer mode would actually feel good before greenlighting the budget. Cobweb built a networked prototype in three weeks that tested real latency conditions, not a same-room demo. The publisher greenlit based on that build. It is now our flagship mode.
A prototype tests whether a mechanic or concept works, usually with placeholder art and minimal polish. A vertical slice is a fully polished, representative section of the finished game, built to show what the final product will actually look and feel like. Prototypes answer "is this fun." Vertical slices answer "is this real."
A focused core mechanic prototype typically starts at $5,000 to $15,000 depending on platform and scope. A full vertical slice for publisher or investor pitching runs $25,000 to $75,000 depending on length and fidelity. Itemized quotes within 48 hours of a brief.
Yes. We review the GDD, identify the highest-risk assumptions worth testing first, and scope a prototype around answering those specifically rather than trying to build the entire document at once.
Yes. Networked prototypes tested against real latency conditions, not a same-room LAN test that hides the actual problems multiplayer games run into.
Yes. Full IP ownership of the prototype, its code, and its assets transfers to you on final payment. We retain no rights to reuse or reference the work.
Yes. Prototype code is often production-adjacent by design, and many of our prototyping engagements convert directly into full development contracts with the same team that built the original.
Unity for most fast-iteration prototypes given its rapid build cycle. Unreal when visual fidelity is part of what the prototype needs to prove. Godot for lightweight 2D concepts. We recommend the engine that answers your question fastest.
As few as possible. A prototype testing one mechanic in isolation produces a clean, trustworthy answer. A prototype testing five mechanics at once produces a muddy result where you cannot tell which mechanic caused the reaction.
Yes. Publisher and investor-facing prototypes are scoped differently from internal validation prototypes, with the polish and pacing calibrated to hold an external audience's attention in a pitch meeting.
Yes, always, before any concept details are shared. Signed before the first substantive conversation, not after we have already heard the pitch.
The playable build, source files, a playtesting findings report, and an honest recommendation on next steps. What is included beyond that is scoped to the specific brief.
Two structured iteration rounds based on playtesting findings are standard. Additional iteration rounds are scoped and priced if the findings suggest the concept needs more testing before a decision can be made responsibly.
Yes. Structured internal playtesting with documented findings is a standard part of every prototype engagement, not an optional add-on.
A prototype tests whether an idea works, often disposably. An MVP is a minimum but real, shippable version of the product, built to be shown to actual players or investors and potentially to become the foundation of the live product. Prototypes are disposable by design. MVPs are not.











