Unity Prototype Archive
Twenty-three playable prototypes from two years of game work: mechanics cloned, systems rebuilt, nothing shipped.
How this was measured: Prototype count from the archive repository; game total from the GitHub profile by primary language and project type.
- 2022-2023
- 23 prototipoynanabilir
- GROUPS
- platform
- ritim
- savunma
- VR
- INDEX
- tek arşivmekanik adıyla
- PROFILE
- 38 depoGitHub profili
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
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.
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.
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.