Game development
Based on the makers’ specs and my own testing where I say so.
What a vertical slice is
A vertical slice is one small part of your game built to final quality. Here is what it is, how it differs from a prototype and demo, and how I scope one for my own games.
Updated 4 min readYuval Eizik
- tingbase

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A vertical slice is one small part of your game built to the quality of the finished game: gameplay, art, sound, UI and the way a new player starts it, all working together. Everything else stays unbuilt. It answers one question: can you actually make this game at the quality you have in mind, and how long does it take?
I make Tingbase, a 3v3 hero shooter, in Unity 6 and C# (Steam app 4086630), and I’m building my second game, Mini Games Arena (Steam app 5080600), in Unity too. Below is how I think about a slice for both of them. More game dev guides.
Prototype, slice or demo
Tick what is already at the quality you mean to ship.
The verb in plain shapes is the grey box. A slice is that same piece with the picture, the sound, and a way to start, at the quality you mean to ship.
| Prototype / grey box | Vertical slice | Demo | |
|---|---|---|---|
| Question it answers | Is it fun? | Can we make this at final quality? | Will players want more? |
| Quality | Rough on purpose | Near-final in every layer | Polished where players look |
| Who it is for | You and a few testers | You, your team, a publisher | Players and press |
| What you learn | Whether to keep the idea | What finished content costs | How people react |
A prototype comes first. If the core of the game is not fun in grey boxes, final art will not save it. The slice comes after, once you know what you are building. Read the smallest game loop for the first step.
What a slice looks like in Tingbase
Tingbase is built around one idea: you switch between Tank, Healer and DPS instantly with the 1, 2 and 3 keys, in the middle of a fight. That switch is the heart of the game, so it has to be in the slice.
A thin slice for a game like this is one arena, one full 3v3 match, all three roles, and the switch between them, with final-quality models, effects, sound and HUD. It does not need every mode. Tingbase has PvP arenas, deathmatch and co-op waves, plus a Simple and a Complex ability mode, but one mode played start to finish tells you more than five half-built ones.
What a slice looks like in Mini Games Arena
Mini Games Arena is a different shape. Players meet in a hub, the host starts a shuffled run of short minigames, every round scores points, and the top players end on a podium. Coins from kills, goals and wins go to a locker with skins, emotes, weapons, cars and trails.
Here the slice is not one minigame. It’s the whole loop at a small size: the hub, two or three minigames, scoring, the podium and the locker. That proves the flow works. After that, each new minigame is content you repeat, and the slice tells you what one costs.
How thin to make it
Pick the smallest piece that has a start, the core challenge and an end. For a match-based game that’s one match. For a level-based game that’s one level. If the piece can’t be played start to finish by someone who has never seen it, it’s not a slice yet.
Keep the amount of content tiny and the quality high. One finished arena teaches you more than three rough ones.
Time the second one
The first finished asset is slow because you are also building the pipeline: import settings, materials, sound setup, how things get into the build. The second one shows the real cost. Time it, multiply by how many you plan to ship, and you have an honest estimate for the rest of the game. If the second takes as long as the first, the pipeline is not ready yet.
This is where a slice saves a small team. It turns “we’ll add more maps later” into a number. If that number does not fit, cut features before you start production, not after. The scope guide covers how to set that list up.
What you leave out
Placeholders are fine in places a player barely looks, like a menu icon, as long as you mark them. The main play area should be final, or the slice won’t tell you the real cost. Known bugs can stay if they don’t block a full playthrough. Menus, options, extra modes and progression beyond what the loop needs can wait.
When you’re done
The slice is done when a new player can start it, play the whole piece, and finish it at the quality you plan to ship, and you know how long the next piece takes. Then you can decide whether to build the rest of the game, show it to a publisher, or turn part of it into a demo for your Steam page.
Common questions
What is a vertical slice in game development?
A vertical slice is a small, fully playable part of your game built to near-final quality, with art, sound, gameplay and UI all working together. It shows what the finished game will look and feel like.
Is a grey box the same as a vertical slice?
No. A grey box uses rough placeholder shapes to test if the gameplay is fun, while a vertical slice adds final-quality art and sound to prove you can actually build it.
How big should a vertical slice be?
Big enough to be one complete segment, like a single level, a full gameplay loop or one match. Many slices run 10 to 30 minutes of play.
How long does a vertical slice take to build?
Usually one to several months, depending on your team and the game. Track how long it takes, because it tells you how long the rest of the game will take.
Is a vertical slice the same as a demo?
No. A vertical slice is for the team or a publisher deciding whether to build the rest of the game, while a demo is for players and press. A slice can later become a demo.
What is the difference between a prototype, a vertical slice and an MVP?
A prototype tests if the idea is fun, a vertical slice proves you can make it at final quality, and an MVP is the smallest complete version you can release to real players.
Do I need a vertical slice to pitch to a publisher?
It helps a lot. Publishers often want to play one before funding production, and even without a publisher, it shows you what finished content really costs.
What if the second asset takes as long as the first?
Then use that number for planning. The first asset includes building your pipeline, so if the second one isn't faster, you don't have an efficient pipeline yet.
Can a vertical slice use placeholder art?
Only in small, clearly marked places, like a menu icon. The main gameplay area should use final-quality art, or the slice won't tell you the real cost.
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