Games

No-Pact / Mobile game development

Game prototypes

Small Unity builds used to examine a control, a behavior, or a game idea before deciding what deserved more work.

The work

Overview

At No-Pact I moved between idea sessions, reference study, and short Unity builds. The surviving material includes weekly idea notes, catalogs of controls and mechanics, design generators, dated build logs, scripts, and recordings of playable scenes.

Those records do not mean that every written idea became a prototype. I kept the distinction deliberately: some directions stayed as notes, while others became working scenes that could be played, watched, and compared. This page concentrates on the second group and on the work that led to them.

Ball Flow, Island Jumpers, and Car Park Pusher: three separate working prototypes from the archive.

Working cycle

From idea to build

The starting point varied. I might notice a useful control or camera structure in another game, separate a mechanic into parts, combine two familiar forms, use a generated constraint, or begin directly in Unity with a movement or physics question.

The cycle was usually short: isolate the question, build the smallest scene that could answer it, record or share the result, then continue, rework, or stop. The dated work log moves back and forth between idea generation, market review, scene setup, and playable builds rather than treating them as separate phases.

Recorded Unity builds

Prototype archive

Ball Flow, testing a dense stream of colored balls moving through a shaped path.
Island Jumpers, exploring group movement and collisions across a changing grid.
Car Park Pusher, a team prototype developed from an idea I proposed, testing direct touch interaction with an obstacle-filled street scene.

Ways of finding and testing ideas

Methods

Reference and decomposition

I tracked controls, cameras, mechanics, visual formats, and recurring structures in existing games, then separated the parts that could be examined or recombined.

Variable-based combinations

I described games through dimensions such as camera, world, movement, goals, controls, feeling, readability, depth, and production cost. Random combinations were starting constraints, not answers.

Direct Unity tests

Most questions were answered with the smallest useful scene: one control, one rig, one camera, one interaction, or one procedural behavior.

Written prompts

Early text-completion tools offered another source of prompts: I could begin an unfinished game description and inspect the branches suggested by its continuation. The output was material for exploration, not a design by itself.

Beyond the short test

Projects that continued

Cotex / Kalbim Duracak