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Vertical Slice Report: [Concept Name]

Date: [YYYY-MM-DD] Slice Duration: [N days] Target Scope: 3–5 minutes of polished, continuous gameplay Source GDD: design/gdd/game-concept.md (or design/game-brief.md)


Validation Question

[The full game loop question this build was proving — both experience AND feasibility: "Does a player, starting from nothing, experience [core fantasy] within [N] minutes, without developer guidance — and can we build one such loop in [X] days at representative quality?"]


Scope Built

[Systems implemented, art quality level, what was intentionally omitted.]

Systems included:

  • [System 1]
  • [System 2]
  • [...]

Art/audio quality level: [Placeholder / Representative / Near-shipping] Shortcuts taken deliberately: [List] What was cut from original scope: [List]


Build Velocity Log

[Day-by-day record of what was completed. This is your real production rate data — use it in sprint planning.]

Day Completed
Day 1 [What was built]
Day 2 [What was built]
Day 3 [What was built]
... ...

Total elapsed: [N days] for [scope summary] Velocity estimate: [N hours per equivalent scope unit — e.g., "1 day per combat encounter, 0.5 days per UI screen"]


Playtest Results

Attribute Value
Total sessions [N]
Internal testers [N]
External testers [N — people who had not seen the game, if available]
Avg session length [N minutes (target: [N] minutes)]
Time to first meaningful action [N seconds (target: [N] seconds)]

Observations

[Specific, non-opinion observations from playtest sessions. Quote testers where useful.]

Where testers succeeded without guidance:

  • [...]

Where testers were confused or stuck:

  • [...]

Emotional reactions observed:

  • [...]

Metrics

Metric Target Actual
Time to first meaningful action [N sec] [N sec]
Session length [N min] [N min]
Critical fun blockers found 0 [N]
Pipeline blockers found 0 [N]
Architecture surprises 0 [N]

Feel assessment: [Specific — "combat feedback weak; no impact sound on hit" not "felt rough"]


Recommendation: [PROCEED / PIVOT / KILL / NOT ASSESSED — the slice was built but nobody has played it]

[One paragraph with evidence — reference the validation question directly. Did a player experience the core fantasy within the target time, without developer guidance? Can the team build at this quality on the projected schedule?]

Creative Director review (CD-PLAYTEST): [APPROVE / CONCERNS / REJECT / NOT ASSESSED — the director's reason; or "not run — [review mode]"]


If Proceeding

Production requirements (what must change from slice to production):

  • [e.g., "Replace placeholder art with shipped assets"]
  • [e.g., "Combat system needs 2 more weapon types"]

Architecture adjustments needed:

  • [ADR to update or create]

Sprint velocity estimate based on slice data:

  • [e.g., "1 day per enemy type, 2 days per level section, 0.5 days per UI screen"]

Scope adjustments from original design:

  • [What the slice revealed about the true production scope]

Performance targets: [Confirmed / Revised — list changes if revised]

Playtest note: Run /playtest-report to structure additional session data before running /gate-check production.

Next steps:

  1. /create-epics layer:foundation — plan Foundation layer epics
  2. /create-epics layer:core — plan Core layer epics
  3. /create-stories [epic-slug] — break each epic into stories
  4. /sprint-plan — use velocity data from this report in the estimate
  5. /gate-check production — formally advance to Production

If Not Assessed

[The slice was built but nobody has played it through, so there is no evidence for PROCEED, PIVOT or KILL yet.]

Next step: play the slice unguided (at least one documented session), then re-run /vertical-slice — it resumes from the checkpoint in production/session-state/active.md.


If Pivoting

[Which GDDs need revision and why — be specific about the failure mode observed.]

Systems requiring GDD revision: [List] Architecture decisions to revisit: [List — use /architecture-decision to update] Core loop change needed: [What specifically to change]

Next steps:

  1. /design-system [mechanic] — revise affected GDDs
  2. /architecture-decision [decision] — address architecture issues
  3. /vertical-slice — re-validate after revisions

If Killing

[Why the full game loop does not work at this quality level. What specifically prevented the player from experiencing the core fantasy. What to do instead.]

Next step: /brainstorm to explore a new direction, or /prototype [new-concept] to test a different concept cheaply before investing in another vertical slice.


Lessons Learned

  • What assumptions were broken by building to near-production quality? [...]

  • What surprised us about the pipeline or architecture? [...]

  • What would we change about the slice scope if we ran this again? [...]


Vertical slice code location: prototypes/[concept-name]-vertical-slice/ This code is reference material only. Production implementation is written from scratch. Never import or refactor this code into production.