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© 2026 Gamific Studio — All rights reserved.

Only 3 slots left

Let's talk about your project

Let's transform your vision into a memorable experience.

+33 1 77 69 80 11 • contact@gamificstudio.com

© 2026 Gamific Studio — All rights reserved.

How we prototype at Gamific: our 7-step method

How we prototype at Gamific: our 7-step method

Written by

Landry

We prototype to learn quickly, not to "finish" a product. The goal: get a playable prototype that validates (or invalidates) a hypothesis in a few hours/days, before investing in production.

This 7-step framework is the one we use at Gamific to keep the right level of focus: a single promise, a clear loop, and fast field feedback.

1) Clarify the goal

Before opening an engine, we agree on a single sentence:

  • What behavior do we want to trigger?

  • For whom (persona / target audience)?

  • In what context (device, available time, constraints)?

  • What do we want to learn with this prototype?

Expected output: 1 testable hypothesis (and a clear non-goal).

2) Define a simple game loop

The prototype must fit into a loop that can be understood in 10 seconds:

Action → feedback → progression → desire to play again

Tip: if you need more than 3 verbs to explain the loop, it is probably too complex for a first prototype.

3) Prototype "ugly but playable"

Priority goes to feel and interaction, not to assets.

  • Basic UI, placeholders, no "cosmetic" animations

  • 1-2 mechanics maximum

  • The "fun" is judged with controller in hand (or finger on screen), not on Figma

Simple question: "Is this already interesting to play for 60 seconds?"

4) Test quickly

A few people are enough to detect most of the friction points.

  • 3 to 5 quick tests

  • 1 clear instruction ("try to...") + silent observation

  • We note the moments when the person hesitates, gets lost, or doesn't understand the feedback

Goal: identify the 2-3 major blockers (not to validate the entire experience).

5) Measure

We choose a maximum of 2-3 metrics adapted to the prototype's goal, for example:

  • time to understand the loop

  • success / failure rate

  • number of attempts before success

  • comfort (1-5) / satisfaction (1-5)

Rule: if it doesn't change a decision, we don't measure it.

6) Iterate

Small changes, big effects.

  • One iteration = 1 hypothesis → 1 modification → 1 re-test

  • We avoid "heavy refactoring" as long as the loop is not solid

  • We document decisions (even in 2 lines), otherwise we re-learn the same things

7) Industrialize

Once the loop is validated, we switch to production mode:

  • quality (code, performance, UX)

  • docs & conventions

  • integration (backend, analytics, build)

  • deployment (stores, QA, releases)

Checklist (if you want to go fast)


We prototype to learn quickly, not to "finish" a product. The goal: get a playable prototype that validates (or invalidates) a hypothesis in a few hours/days, before investing in production.

This 7-step framework is the one we use at Gamific to keep the right level of focus: a single promise, a clear loop, and fast field feedback.

1) Clarify the goal

Before opening an engine, we agree on a single sentence:

  • What behavior do we want to trigger?

  • For whom (persona / target audience)?

  • In what context (device, available time, constraints)?

  • What do we want to learn with this prototype?

Expected output: 1 testable hypothesis (and a clear non-goal).

2) Define a simple game loop

The prototype must fit into a loop that can be understood in 10 seconds:

Action → feedback → progression → desire to play again

Tip: if you need more than 3 verbs to explain the loop, it is probably too complex for a first prototype.

3) Prototype "ugly but playable"

Priority goes to feel and interaction, not to assets.

  • Basic UI, placeholders, no "cosmetic" animations

  • 1-2 mechanics maximum

  • The "fun" is judged with controller in hand (or finger on screen), not on Figma

Simple question: "Is this already interesting to play for 60 seconds?"

4) Test quickly

A few people are enough to detect most of the friction points.

  • 3 to 5 quick tests

  • 1 clear instruction ("try to...") + silent observation

  • We note the moments when the person hesitates, gets lost, or doesn't understand the feedback

Goal: identify the 2-3 major blockers (not to validate the entire experience).

5) Measure

We choose a maximum of 2-3 metrics adapted to the prototype's goal, for example:

  • time to understand the loop

  • success / failure rate

  • number of attempts before success

  • comfort (1-5) / satisfaction (1-5)

Rule: if it doesn't change a decision, we don't measure it.

6) Iterate

Small changes, big effects.

  • One iteration = 1 hypothesis → 1 modification → 1 re-test

  • We avoid "heavy refactoring" as long as the loop is not solid

  • We document decisions (even in 2 lines), otherwise we re-learn the same things

7) Industrialize

Once the loop is validated, we switch to production mode:

  • quality (code, performance, UX)

  • docs & conventions

  • integration (backend, analytics, build)

  • deployment (stores, QA, releases)

Checklist (if you want to go fast)


In this post:

In this post:

Section

We prototype to learn quickly, not to "finish" a product. The goal: get a playable prototype that validates (or invalidates) a hypothesis in a few hours/days, before investing in production.

This 7-step framework is the one we use at Gamific to keep the right level of focus: a single promise, a clear loop, and fast field feedback.

1) Clarify the goal

Before opening an engine, we agree on a single sentence:

  • What behavior do we want to trigger?

  • For whom (persona / target audience)?

  • In what context (device, available time, constraints)?

  • What do we want to learn with this prototype?

Expected output: 1 testable hypothesis (and a clear non-goal).

2) Define a simple game loop

The prototype must fit into a loop that can be understood in 10 seconds:

Action → feedback → progression → desire to play again

Tip: if you need more than 3 verbs to explain the loop, it is probably too complex for a first prototype.

3) Prototype "ugly but playable"

Priority goes to feel and interaction, not to assets.

  • Basic UI, placeholders, no "cosmetic" animations

  • 1-2 mechanics maximum

  • The "fun" is judged with controller in hand (or finger on screen), not on Figma

Simple question: "Is this already interesting to play for 60 seconds?"

4) Test quickly

A few people are enough to detect most of the friction points.

  • 3 to 5 quick tests

  • 1 clear instruction ("try to...") + silent observation

  • We note the moments when the person hesitates, gets lost, or doesn't understand the feedback

Goal: identify the 2-3 major blockers (not to validate the entire experience).

5) Measure

We choose a maximum of 2-3 metrics adapted to the prototype's goal, for example:

  • time to understand the loop

  • success / failure rate

  • number of attempts before success

  • comfort (1-5) / satisfaction (1-5)

Rule: if it doesn't change a decision, we don't measure it.

6) Iterate

Small changes, big effects.

  • One iteration = 1 hypothesis → 1 modification → 1 re-test

  • We avoid "heavy refactoring" as long as the loop is not solid

  • We document decisions (even in 2 lines), otherwise we re-learn the same things

7) Industrialize

Once the loop is validated, we switch to production mode:

  • quality (code, performance, UX)

  • docs & conventions

  • integration (backend, analytics, build)

  • deployment (stores, QA, releases)

Checklist (if you want to go fast)


Turn an idea into a product.

From design to launch, we developed a complete mobile application allowing strangers to meet around real-world activities.