Designing Your Game

Req 6a — Build the Prototype

6a.
Prototype your game from requirement 5. If applicable, demonstrate to your counselor that you have addressed player safety through the rules and equipment. Record your work in your game design notebook.

This page is where your game becomes real. A prototype is an early working version built for testing, not perfection. It should be playable enough to reveal what works, what confuses players, and what needs to change.

Because the parent requirement says, “Do the following: Note: You must have your counselor’s approval of your concept before you begin creating the prototype,” make sure that approval happens first. Once that is done, focus on building something fast, clear, and easy to revise.

This requirement covers three main jobs:

A Prototype Is Supposed to Be Rough

Many beginners wait too long because they want the first version to look impressive. That is not the goal. A good prototype answers questions. Can players understand the objective? Do the turns work? Is the game too short, too long, too easy, too confusing, or unexpectedly fun?

Paper scraps, index cards, sticky notes, and hand-drawn boards are all fine. If your game is active, cones, tape, and clear boundary markers may be enough for a first version. If it is digital in concept, you can still prototype menus, screens, and state changes on paper.

Build Only What You Need to Test

You do not need every future feature in version one. Focus on the minimum set of elements required to play one full session. For example:

Prototype priorities

What version one needs most
  • Clear setup: Players can begin without guessing.
  • Core actions: The main decisions or moves are possible.
  • Visible progress: Scores, rounds, or objectives can be tracked.
  • Temporary components: Cheap, editable materials replace polished parts.
  • Notebook record: Date, version notes, and what you included.

Safety Is Part of Design

Two-part comparison showing rough prototype materials on one side and a safely marked active play area on the other.

If your game involves movement, throwing, tagging, running, physical contact, or special equipment, safety belongs in the rules from the very beginning. A game is not successful if it creates avoidable risk.

Think about boundaries, spacing, contact rules, equipment choice, and the age of the players. Could someone trip, collide, or misuse the equipment? Could unclear instructions cause a dangerous situation?

Record the Version Clearly

Your game design notebook should show what version you built and what it contained. A good entry might include:

These notes will make Req 6bc and Req 7bc much easier.

Game Design Notebook Planner Games for Change — Student Game Design Examples and resources showing how prototypes help young designers build, test, and improve game ideas.
How to Prototype Games so FAST that it feels ILLEGAL — Soul Engine Studio

Once the prototype exists, the real work begins: test it, revise it, and test it again.