Objective: Explain the power of prototyping without assets in Unity

The production version uses sprite art, but was initially prototyped using 3D primitives as shown. The map is a black solid back ground. The blue player needed a script with functions for movement, firing and damage. The red laser needed a script for movement. The yellow enemies have a script for movement but also uses a rigidbody to trigger collisions with lasers and access the player’s damage function.

Incorporating stunning visual assets from the start maybe tempting, but prototyping without assets is a essential initial step in creating a game in Unity. The character, terrain, weapons and enemy behavior must be fluid. Using simple 3D game objects allows the scripts for the behavior to be quickly tested and their interactions explored. Interactions between colliders and rigidbodies can be problematic, with problems rising exponentially with the number of objects. Working out the basic game object interactions with a prototype without assets allows for a fluid user experience before investing in assets, which may need customization based upon the game physics. In the example above, all the prototype 3D game objects needed to rebuilt and the code adjusted for the 2D sprites. Lastly, most ideas don’t work as expected, don’t be afraid to ask, “Is this game going to be entertaining?”. After prototyping you may be disappointed, in which case find a new idea. Prototype before making a significant investment.

Software engineer