Initially, you’ll mostly use free or stock art in this stage, and although different implementations both prettier physical prototypes along with digital prototypes (I prefer Tabletop Simulator) will allow you to playtest more broadly with other gamers and designers.
This stage of prototype can cover a long period and involves most of the playtesting polishing your game system and mechanisms. This is when you’ll balance your game, make sure the complexity is right, trim the fat, and learn how to onboard players to a smooth experience.
Stage 3: Custom Components
The third stage of prototyping involves sourcing custom components for your game. For many designers this is the final stage before a crowdfunding event and includes assembling review copies. That said, we skipped this stage of prototyping on our most recent project (Sigil), and I expect us to skip this stage altogether going forward.
Since we know we are making manufacture prototypes for reviewers (see Stage 4), it’s more economical for us to source our custom components directly from our manufacturer.
There are a lot of great options for sourcing custom components including print on demand solutions if your goal is to have a modest print run and are willing to accept the high per unit cost.
Some that I’ve used in the past and have had a good experience with are:
Keep in mind that there are some limitations to sourcing custom components – for instance, I found it extremely difficult to source custom wooden meeples in the US.
Stage 4: Manufacturer Prototype
More indie designers should be taking advantage of this option for prototyping. Once your print files are done, you can send them to your manufacturer (see How to Find a Manufacturer) and commission them to print some copies offline (they won’t shut down a full inline printing press).
You can have copies of your game made to your actual specifications – with all of your custom components, and all of the finishes you can expect in your final production run.
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