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Ludo Atlas · Playbooks · Vertical Slice

Playbook. Positioning: turn "one short stretch of the complete experience at finished quality" into a presentable, calibratable production unit, used as a quality bar (internally), proof of direction (externally) and an estimation baseline (scheduling). Companions: Production Handbook · Game Design Handbook · Art & Audio Handbook. Principle: a slice proves quality and capability, not volume; it is a ruler, not a shrunken final release.


1. When to Use It and What It Is For

A vertical slice cuts vertically: rather than spreading horizontally within one system, it cuts through a layer, bringing gameplay, art, audio, UI and performance all to finished quality in one short stretch of experience. In scope it is usually one level, one sequence or a short quest chain; vertically it must cut through every system, with all systems genuinely running (§3.3).

The usual size is 15–30 minutes of playable content (narrative games can be shorter, systems-driven games longer; treat the figures as an order-of-magnitude reference). It carries two roles at once: the quality bar, which all later content copies; and the budget ruler, whose real work-hours feed back into the full production schedule.

A slice is not a marketing demo: a demo can be all booth effect, but a slice must be playable, runnable and usable as a baseline. The four goals it must achieve:

  • Prove the direction: the core fun still holds when wrapped in finished-quality production, and the selling point is visible at a glance.
  • Prove capability: the team (or you alone) can produce this quality reliably, not by luck.
  • Calibrate the budget: recalculate full scheduling from the slice's actual work-hours and cost (conventions in Production Handbook §2.2).
  • Align the vision: give every stakeholder one concrete thing they can play, argue over and accept — in place of documents and verbal descriptions.

Who each audience is, and what they look at:

Audience What they look at What the slice must prove Common misuse
Team A shared quality standard and scope boundary "This is what we are making" Treating the slice as a production asset library and expecting its content to be reused directly
Publisher / investor The selling point, the state of completion and execution ability The direction is credible and the budget is credible Making a booth demo and dodging the real systems
Yourself Whether the direction deserves the next stretch of time The fun is real, not self-indulgence Substituting internal leniency for external acceptance

When to do it, and when to hold off:

  • Do it when: the toy prototype has passed external playtesting and the next step is production; or you need to prove direction and capability to outsiders.
  • Hold off when: the core loop is not yet validated — go back to the prototype layer and pass the toy test first (Game Design Handbook §1); spending slice budget on unvalidated fun is the most expensive mistake.
  • Prerequisites (all true before work starts): the core loop has passed playtesting; the one-pager and scope statement are in place (Production Handbook §1); the target platform and target hardware are set; reference titles for quality are chosen.

What you get when it is done (deliverables you can accept):

  • A 15–30 minute playable build at finished quality.
  • A quality baseline set: asset specs, game-feel parameters, acceptance conventions — copied wholesale in production.
  • A set of showcase materials: playtest package, screenshots, trailer concept, updated one-pager.
  • A full schedule and budget recalculated from slice data, plus a decision record for the three-way choice.

2. The Process at a Glance

Five steps on the main line: Set the bar → Pick the segment → High-fidelity → Polish → Showcase, closing with review and calibration.

Stage Timebox (reference) Main actions Exit criteria
0 Set the bar 3–5 days Success criteria, timebox, reference titles, budget Success criteria verifiable; the timebox locked
1 Pick the segment 1–2 weeks Choose the representative segment; draw the flow and emotion curve The segment covers every key system
2 High-fidelity 4–10 weeks All systems genuinely running; assets swapped to finished quality Playable end to end with no placeholders left
3 Polish 2–6 weeks Game feel, pacing, audio-visuals, accessibility External playtest passed (§4)
4 Showcase 1–2 weeks Playtest package, screenshots, trailer concept, one-pager update Materials complete; deliverable on its own
5 Review and calibration 3–5 days External demo, collect feedback, recalculate full production time Follow-up decisions on paper

Three disciplines, more important than the timebox itself:

  • Estimate the total at 2–4 months (starting from a prototype, full-time small team; an order-of-magnitude reference); when it overruns, cut scope first and then re-estimate — extending only eats the production budget.
  • Every stage's exit is a playable build or a verifiable artifact, not a completion percentage; if the exit criteria are not met, do not enter the next stage.
  • If the review does not pass, do not enter production; rework during the slice costs an order of magnitude less than rework during production.

3. Step-by-Step Execution

3.1 Set the Bar: Write the Standard First, Then Start

Write the success criteria as 3–5 verifiable sentences before work begins. Examples (replace the numbers per project; order-of-magnitude reference):

  • External playtest with 5–10 people (conventions in Production Handbook §5): most finish without hints and can state the selling point in one sentence afterwards.
  • Quality checked against 2–3 reference titles: side-by-side screenshots and game-feel comparisons that do not come up short.
  • Frame rate on target on the target hardware; 30 minutes of continuous play without a crash.
  • Timebox and budget: total weeks locked; the polish reserve listed separately (§3.4).

Reference titles are where the bar comes from: pick titles of comparable quality and scope, break down their screenshots, screen recordings, game-feel parameters and asset specs, and turn "looks finished" into a checkable list instead of an adjective.

3.2 Pick the Segment: Where to Cut

Three criteria for the segment; all three are required:

Criterion Meaning Counterexample
Selling-point density The ten-odd minutes that best put the selling point on display A flat, feature-by-feature walkthrough
System coverage Every core system appears at least once in full Movement only, no combat or inventory
Stands on its own Has a beginning and an ending; needs no outside context A mid-game passage where outsiders cannot tell what is going on
  • Avoid choosing: a tutorial opening (weak selling point), a finale set piece (costs out of control), a medley of separate passages (the main line cannot be explained).
  • Method: score 2–3 candidate segments on "selling-point display, system coverage, workload, risk", pick one and write down the reasoning.
  • The slice may re-tune pacing and content for presentation, but mark which assets and levels can migrate into the full game and which are one-off investments, so that not all the work is wasted.
  • Exit check: draw the chosen segment as a 15–30 minute flow diagram (goal, events, small climaxes, ending) and walk the team through it once.

3.3 High-Fidelity: Every System Genuinely Runs

What the slice cuts is a vertical face: gameplay, UI, saves, audio, settings and platform features must all genuinely run. A wall of screenshots cannot replace a playable build.

System checklist (trim per project; every item must be walked through completely in the slice):

  • The core gameplay loop and onboarding (if the slice needs it).
  • Menus and settings: resolution, volume, key bindings and gamepad.
  • Saving and continue (whatever the full game has, the slice must have).
  • Audio: music, sound effects, mixing (specs in the Art & Audio Handbook).
  • UI/HUD and text layout, including loading and pause.
  • Performance: measured on the target hardware — no dropped frames, no memory overruns.
  • Edge cases: window switching, sleep, unplugging devices, full save slots.

Asset-replacement discipline: whitebox → benchmark assets → batch replacement. Make 1–2 "hero assets" first to pin down the quality ceiling and specs, then build the rest to that baseline; with each replacement pass, compare against the reference titles once. Ship a playable build every week (the cadence in Production Handbook §10); mark ugly parts honestly; never substitute screenshots for the build.

3.4 Polish: The Time Budget for Polishing

  • Reserve 30%–50% of production time for polish. It is normal for "the first 90% of progress and the closing 10% to each take half the time"; do not estimate at a linear rate.
  • Polish order: fix experience-blocking problems first (controls that do not respond, pacing that drags, crashes), then upgrade the presentation layer (camera, effects, sound layers); reverse the order and the money goes into things destined for rework.
  • Feedback loop: internal self-test → targeted external 5–10 people (Production Handbook §5); observe without prompting and record pause points, failure points, laugh points and curse points; each round, fix only the top few items on the issue list; it passes only when feedback converges across two consecutive rounds.
  • Set the acceptance line in advance (§4) and freeze once it is met. Polish is a converging action, not endless smoothing.
  • Prioritize the details that can be seen and heard: input feedback, camera, sound effects, visual effects; they decide whether it "looks finished".

3.5 Showcase: Make the Slice Visible

  • Playtest package: a build that can be distributed on its own — no developer pop-ups, a clear beginning and end, running through completely on the target hardware; attach a one-page explanation (what this is, how to play, what feedback is wanted) and a feedback channel.
  • Screenshot set: multi-resolution versions to storefront specs, covering at least the three kinds of shots — gameplay, selling point, atmosphere (asset methods in the Live-Ops & Growth).
  • Trailer concept: a 30–60 second script and storyboard with the selling point in the first 3 seconds; cut a concept version from slice footage and wait for production assets for the real trailer.
  • One-pager update: swap the vision for facts verified by the slice — selling point, quality, schedule and budget each with a source.
  • Demo script: a 10–15 minute run-through for publishers/investors, spelling out how to open, which part to demo, which part to leave for them to play, likely questions and a data page.
  • Delivery discipline: builds, screenshots, videos and documents go into a single delivery directory, with versions aligned to the slice build number.

3.6 Review and Calibration

  • The review answers only two questions: is the quality good enough (against the reference titles), and is the direction right (does the selling point hold). Answers are backed by evidence — playtest records, screenshot comparisons, the playable build — not adjectives.
  • Work-hour calibration: full estimate = actual slice work-hours × (full content ÷ slice content), then corrected by the experience multiplier (content work ×2–3) and buffer (30%–50%) (conventions in Production Handbook §2.1–2.2).
  • Decision exit, one of three: continue to production (freeze the quality baseline), adjust the direction (return to the prototype layer and change the core), or shrink scope (bring the project down to a size the slice can anchor); the conclusion goes into a decision record.
  • Archive the slice assets: passing assets and specs are frozen as production templates and acceptance baselines; one-off parts are clearly marked and kept out of the reuse pool.

4. Acceptance Checklist

  • Experience: most of the 5–10 external playtesters finish without hints; they can state the selling point within 10 minutes of play ✓; someone actively wants to keep going ✓
  • Quality: side by side with the reference titles (screenshots, game feel, audio) it does not visibly come up short ✓; no placeholder assets remain ✓
  • Engineering: every system genuinely runs (menus, settings, saves, audio, UI) ✓; frame rate on target on the target hardware, 30 minutes of continuous play without a crash ✓; edge-case handling passes ✓
  • Showcase: the playtest package is clean and distributable (no debug information) ✓; the screenshot set and trailer concept are complete ✓; the one-pager is updated with slice data ✓
  • Scope and calibration: the timebox is met (overruns handled through the scope-cutting process) ✓; the full schedule and budget have been recalculated from slice data ✓
  • Decision: the conclusion — continue, adjust or shrink scope — is on paper with owner and date ✓

5. Common Pitfalls

  1. The slice keeps growing: 15 minutes becomes an hour, the timebox breaks down, and the production budget is eaten up. Countermeasure: lock the timebox; when it overruns, cut scope first and then re-estimate; the slice is a calibration tool, not a content reserve.
  2. Art only, no systems running: the slice becomes a beautiful wall of screenshots — menus, saves, audio and performance never hooked up — and only at the review do you find out it cannot stand. Countermeasure: all systems genuinely running is part of the slice's definition, not a closing step (§3.3).
  3. Polish time doubles: the first 90% of progress and the closing 10% each take half the time; a linearly estimated schedule is bound to blow up. Countermeasure: reserve a 30%–50% polish budget; set the acceptance line in advance and freeze when it is met.
  4. Treating it as full-game development: laying out content to production standards, building every pipeline system, adding features along the way — the slice becomes a big project with no deliverables. Countermeasure: build only what the chosen segment needs; write everything else into the "won't-do list" (Production Handbook §3).
  5. No success criteria: when it is finished the only verdict is "looks decent", and there is no way to judge whether to enter production. Countermeasure: write 3–5 verifiable criteria during the set-the-bar stage (§3.1).
  6. Substituting internal leniency for acceptance: showing it only to friends and family brings encouragement, not data. Countermeasure: targeted external playtests, observe without prompting (§3.4).
  7. The slice disconnected from the full game: the chosen segment is a one-off deal, every one-off asset is discarded, and none of the work-hours carry into production reuse. Countermeasure: mark migratable items when picking the segment, and make specs and assets to reuse standards (§3.2).
  8. Scope creep after the showcase: every new request harvested from the external demo is accepted wholesale. Countermeasure: one in, one out; requests go into the backlog and are recorded (Production Handbook §3).
  9. Performance and stability left to production: if the slice runs, it counts as done; only in production do you discover the target hardware cannot keep up. Countermeasure: performance and edge-case handling go into slice acceptance (§4).

Further Reading

  • Production Handbook: milestone definitions, estimation multipliers and buffers, scope control — the underlying draft for §2 and the work-hour calibration here.
  • Game Design Handbook: core loops, toy tests and playtest validation methods — the preconditions for a slice to hold up.
  • Art & Audio Handbook: quality bars, asset specs and polish checklists; the "looks finished" part of the slice executes against it.
  • Level Design Handbook: pacing, guidance and whitebox methods inside the segment; general for 2D and 3D.