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Unity Prototype Archive

Twenty-three playable prototypes from two years of game work: mechanics cloned, systems rebuilt, nothing shipped.

23
Prototypes
38
Games in profile
2022-2023
Period
all
Playable

How this was measured: Prototype count from the archive repository; game total from the GitHub profile by primary language and project type.

Architecturebroken build removed, not linked
  1. 2022-2023
    • 23 prototipoynanabilir
  2. GROUPS
    • platform
    • ritim
    • savunma
    • VR
  3. INDEX
    • tek arşivmekanik adıyla
  4. PROFILE
    • 38 depoGitHub profili
Entries are kept by implemented mechanic, not game title; that is what transfers to client work.

Problem

Before business software there were two years of game prototypes: platformers, rhythm games, a tower defence, a Zelda-like, a Mario clone, VR experiments. None of them shipped. All of them taught the same lesson from a different angle.

The archive exists because that work is usually invisible: a profile shows finished products, and a working mechanic with placeholder art looks like nothing at all.

Constraints

  • Each prototype must still open and run; an archive of broken scenes proves nothing.
  • The repository must stay small enough to clone, so heavy assets are excluded.
  • Clones are labelled as clones; the mechanic recreation is the point, the game is not.

Architecture decisions

01

One archive repo, not 23 readmes

The prototypes are grouped with a single index: what each one tested, which system came out of it, and what broke. A profile page listing 23 repositories hides the pattern.

Cost: Git history of the individual projects is less visible.

02

Name the mechanic, not the game

Entries are described by what was implemented — spawning system, save/load, rhythm input timing — because that is what transfers to client work.

Cost: Less romantic than listing game titles.

03

Keep it playable

Builds are kept runnable rather than reduced to screenshots. A broken build is removed from the index instead of being left as a dead link.

Cost: Occasional Unity version maintenance.

Proof

  • Prototypes23 playable
  • Games in profile38
  • Period2022-2023
  • Shipments0 · prototypes only

Known limits

  • Nothing here was commercially released; no revenue, no player numbers.
  • Art is placeholder in every project.
  • The archive is a learning record, not a portfolio of finished games.

What I learned

Writing the same mechanic three times teaches more than finishing one game badly. The spawner I wrote for a tower defence is the same reasoning that later produced queue handling in a business app; only the nouns changed.

Stack

UnityC#ShaderLab