A vertical slice isn't a demo, a trailer, or some kind of game preview.
It's a working fragment of the project that shows what the game will be like in its finished form.
Simply put:
A vertical slice answers the question
"If we continue making the game in this form, does it make sense?"
Why a vertical slice:
- Testing an idea in practice
A vertical slice shows:
- whether the basic concept works;
- whether the mechanics, visuals, and controls are in harmony;
- whether the project has coherence.
Decision-making point:
It's at the vertical slice stage that decisions are usually made:
- whether the project should be scaled;
- whether a publisher should be involved;
- whether development in its current form should be continued.
Separates reality from speculation:
Before the vertical slice, the project may exist "in the mind."
Afterward, it only exists in reality.
What a vertical slice should contain
A vertical slice is:
- one complete gameplay cycle;
- basic mechanics in working order;
- an example of the final visual style (even if without polish);
- a rough pacing and feel of the game.
Important:
better a little but honest than a lot and a crude one.
What a vertical slice should avoid:
- blanks "for later";
- temporary solutions without a clear understanding of the final look;
- content for the sake of volume;
- attempts to impress with quantity.
A vertical slice is the main test before full implementation.
Typical mistakes:
- Confusing a vertical slice with a demo.
- Making a vertical slice too early, without a foundation.
- Making it too late, when too many resources have already been invested.
- Using it as marketing material instead of an analysis tool.
How a publisher views a vertical slice
For a publisher, a vertical slice is:
- an indicator of team maturity;
- confirmation or refutation of USPs;
- a basis for risk assessment.
- A publisher looks not at "beauty," but at the convergence of elements.
The main point:
A vertical slice is an honest conversation about the project between developers and publishers. It can inspire, or it can shatter illusions. Both options are crucial for the final implementation.
A project without a vertical slice is a hypothesis.
A project with a vertical slice is a subject for discussion.










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