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Tim Ruswick
Tim Ruswick Video
· 17 hours, 29 minutes ago • Tim Ruswick

23 abandoned prototypes (and their game design lessons)

Briefing

Tim Ruswick details 23 abandoned prototypes spanning roughly the last 10 years, using each one to extract a design lesson rather than treating them as dead ends. The throughline is practical: small experiments can reveal whether a mechanic has a strong core loop, a readable control scheme, or enough novelty to justify more production time.

The prototypes cover a wide spread of genres and interaction ideas, from physics-driven swipes and magnet mechanics to platformers, city building, and oddball concepts like a 1D game or a toilet-paper chase. That variety makes the talk especially relevant for teams trying to validate ideas early, because it shows how quickly a concept can expose problems in feel, scope, or player comprehension.

For developers, the main takeaway is that abandonment is often part of the process, not a failure state. Knowing when to stop polishing a weak prototype can save months, while the lessons learned can feed directly into later projects. The video also reinforces how useful it is to keep prototypes around as a design archive, since old experiments can still inform new mechanics, pacing decisions, and scope discipline.

“Go through the last 10 years of my game dev prototypes with me!”

— Tim Ruswick · Sets up the retrospective format
Original source
Watch on Tim Ruswick
At a glance
what
Tim Ruswick reviews 23 abandoned game prototypes and the lessons they taught him
who
Tim Ruswick
when
Covers prototypes from the last 10 years
impact
Useful for validating mechanics, scope, and core loops before committing production time
Signal Neutral

Reflective design lessons from discarded prototypes

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