Mon, Feb 3, 2025 • prototyping, gameplay, vertical-slice
Prototyping Objectives and Vertical Slice
This phase started with “what remains” prototypes to validate game objectives before committing to full production scope.
Prototype1 explored how virtual objects behave around flies and whether those interactions feel readable and responsive in mixed reality.

Prototype1: Testing virtual objects that interact with flies.
Prototype2 tested early hand-tracking kill behavior so we could tune reaction timing and player feedback for natural fly-swatting interactions.

Prototype2: Early hand-tracking fly-kill testing.
From there, we built the first vertical slice (main menu, mode selection, core modes, and results loop), then tuned boundaries, food-defense targeting, and reliability of fly behavior in-room.

Vertical slice checkpoint showing game-mode navigation in-room.