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Production II Choosing a Prototype

Updated: Feb 13, 2019

Week 4- Choosing a Prototype

After presenting our final prototype during the fourth class of the semester, we needed to start thinking about mid mortem and what game to move forward with. Our professor told us that we had about a week and a half to refine a prototype before we present it in front of the Champlain College Game Studio junior class for cuts.

My team met immediately so that we could start discussing our prototypes and their potential. Immediately, we ruled out Hot Shot, recognizing that our team had not lived up to our potential with that prototype and that it was a dead end. With that, we discussed the pros and cons of our final two prototypes.

Change or Danger


  • Familiar game engine (Unity)

  • Level design potential

  • Lots of environment art needed

  • Enjoyed by testers


  • Not much production potential

  • Artist unfamiliar with Unity

Potion Seller


  • Artist familiar with Unreal

  • Lots of production potential (more potions, levels, easter eggs)

  • Low risk environment with unfamiliar engine

  • Good to learn Unreal (many studios use engines similar)


  • Unfamiliar game engine (Unreal)

After evaluating the pros and cons, we decided to continue development on Potion Seller. Its production potential compared to Change or Danger is much greater, making a larger team more useful. Additionally, getting experience in Unreal is a valuable skill that, although it will be a challenge, will be a great learning experience and in a low risk environment. I am excited to being working on the game again and I look forward to seeing how it will develop!

Team Spear-It logo by Grace Magnant

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Claire Yeash

Game Producer

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