A vertical slice is a playable section of a game, usually one level, mission or match, finished to near-final art, audio, UI and gameplay to prove the team can ship the whole game at that quality. It follows a rough prototype, often takes several months to build, and is what publishers and investors commonly ask to play before funding production.
This guide answers “what is a vertical slice in game development?” and the buyer questions that follow: prototype vs vertical slice, what a slice should include, how long it takes, who asks for one and how to budget it. If you already know you need a playable milestone, our custom game development services team can scope it with you as a fixed-scope milestone.
What is a vertical slice in game development?
A vertical slice is a production proof: one small, representative piece of a game finished through every discipline (design, code, art, animation, audio, UI and QA) so the people paying for the game can judge final quality before they fund the rest. Unity’s course material calls it the first major milestone in a game’s development.
The European Commission’s Creative Europe MEDIA call document for video game development is more precise: a fully playable portion of the game in which key systems and features work together, with assets that represent final quality. Typical examples are one dungeon of an action RPG, one complete online match or one chapter of a narrative game.
Game developer and educator Rami Ismail puts it simply: a prototype shows whether you should make a game, and a vertical slice shows whether you can. A Game Developer article on pre-production lists the slice, working pipelines and current documentation as its core outputs.
Vertical slice vs horizontal slice: what does the name mean?
The name describes the cut. A horizontal approach finishes one layer across the whole game, such as all level geometry or all menus, and integrates late. A vertical slice cuts through every layer for one thin piece of content, so pipeline, performance, control and art-direction problems surface early, while they are still cheap to fix.
What is the difference between a prototype, a vertical slice and an MVP?
Each milestone answers a different question. A prototype asks “is this fun?” using rough, disposable work. A vertical slice asks “can this team build it at final quality?” using one polished section. An MVP (minimum viable product) asks “will real players stay and pay?” using the smallest complete, shippable version of the game.
| Criterion | Prototype | Vertical slice | MVP |
|---|---|---|---|
| Question it answers | Is the core idea fun and worth making? | Can the team deliver the whole game at this quality and budget? | Do real players engage, return and pay? |
| Scope | One mechanic or loop, often grey-boxed | One level, mission or match, finished end to end | The whole core game with essential features only |
| Quality bar | Rough: placeholder art, debug UI | Near-final art, audio, UI, game feel and performance | Release quality on a narrow feature set |
| Who usually asks for it | Your own team and early backers | Publishers, investors, public funds, brand or board sign-off | Growth investors and mobile publishers asking for player data |
| What carries into production | Learnings; the code is usually thrown away | Art direction, pipelines, finished assets and some code | Most of the codebase and content |
| Risk if you skip it | Polishing an idea that is not fun | Funding a team that cannot hit the quality bar | Scaling content for a game players do not want |
The usual order is prototype first, then a vertical slice whenever someone must approve quality before production money is released. When the market is the judge, many casual mobile games go from prototype straight to a small release tested with real players.
Around the slice sit other named builds: the first playable usually closes the prototype phase, and production then works toward alpha, beta and the gold master. Our overview of the stages of game development shows how these milestones and payments fit a full project.
What should a vertical slice include?
A vertical slice should include every system needed to complete one full loop of play, from start to resolution, at the quality you intend to ship. That means core mechanics working together, final-style art and animation, music and sound, working UI and menus, enough onboarding for a stranger to play, and stable performance on the target device.
Gameplay
- All core mechanics working together, not a subset
- One complete loop: start, challenge, resolution, reward
Art and audio
- Final art direction, captured in an art bible or style guide
- One example of each asset type at shipping quality
UI and onboarding
- Main menu, HUD, pause flow and basic settings that work
- A hook that lands early, with enough tutorial to play unaided
Tech and performance
- A build on the target platform, not only the Unity, Unreal or Godot editor
- Target frame rate on a named reference device, no crashes in a full session
- For multiplayer: real matchmaking and a full online match
Production evidence
- A documented pipeline and the measured time to make the second asset of each type
- A current game design document (GDD) and technical design document
Pitch package
- Gameplay capture and a deck with comparable titles and any traction, such as wishlists
- A production budget built from slice data, net of platform fees and any publisher split
What should you leave out of a vertical slice?
Leave out anything that adds breadth without helping the decision-maker judge quality. A slice is deep, not wide: one level done properly beats five levels done roughly. Secondary systems, full monetization and one-off hacks either waste budget or make the slice look further along than production really is.
- Breadth: extra levels, characters, modes or a full map.
- Secondary systems such as achievements, cloud saves or full localization.
- Full monetization, unless the funder needs to see the economy; a working shop screen is usually enough.
- One-off hacks that only work for this level and flatter the slice.
How long does a vertical slice take to build?
There is no standard duration. Rami Ismail notes that a slice typically takes several months and frequently more than half a year of work. Small 2D or casual slices that reuse an existing art direction are usually much shorter. Scope drives the time: systems in the loop, art fidelity, multiplayer, target platforms and pipeline setup.
| Driver | Shorter slice | Longer slice |
|---|---|---|
| Art style | 2D or stylized, using an existing art direction | Realistic 3D and a new art direction from scratch |
| Systems in the loop | One mechanic, single-player | Combat, AI, progression and economy together |
| Online features | Offline or asynchronous play | Real-time multiplayer with servers and matchmaking |
| Platforms | One platform, one input method | Several platforms, touch plus controller |
| Team and tools | Existing engine setup and pipeline | New tools, team still ramping up |
| Decision-makers | One owner who signs off quickly | Several stakeholders, each with review rounds |
Work backwards from the decision date, such as a publisher meeting, fund deadline or board review. Leave time for an acceptance playtest and a fix round, and if the timebox is tight, cut scope rather than quality.
Do not multiply the slice by the number of levels. A finished slice can look close to a finished game while most of the work is still ahead. Rami Ismail’s method is better: time the second asset of each type once the pipeline exists, then use that rate to forecast the content plan.
Do publishers and investors require a vertical slice?
There is no universal rule, but most funders want a playable build before they commit production money, and for premium games that build is usually a vertical slice. Publishers want to play it, public funds often draw their line at a working prototype, and private investors increasingly want player data as well as polish.
| Who decides | What they typically ask for | Example from published guidance |
|---|---|---|
| Game publisher | A playable build, a budget and a pitch deck | Raw Fury’s pitch page asks for a playable PC build, a development budget and a deck |
| Public fund | A prototype or slice before production money | In Canada, the Ontario Creates IP Fund interactive stream supports pre-production for Ontario-based companies, and its guidelines list a playable vertical slice among possible deliverables. The UK Games Fund Content Fund requires a “prototype in place” |
| Private investor | Evidence beyond the build: wishlists, community, playtest or soft-launch metrics | In GamesMarkt, consultant Zoran Roso, drawing on Jason Della Rocca’s “inception publishing”, argues that a slice alone no longer secures full production funding |
| Brand or enterprise sponsor | Proof of quality and fit before the full budget | Usually an internal greenlight, where a playable slice replaces slideware |
Agree in writing what “vertical slice” means before work starts. David Manuel, then a senior producer at Sony Computer Entertainment Europe, warned in a Game Developer article on milestone definitions that an undefined slice can absorb months of polish and trap a team in “demo hell” of repeated feedback rounds.
Preparing a pitch? We can scope your slice as a fixed-scope milestone with written acceptance criteria. Request my project scope and tell us who you are pitching to.
How do you budget a vertical slice?
Budget a vertical slice as the team’s monthly cost multiplied by the months in its timebox, plus an agreed reserve for review changes and any third-party costs. Publisher Raw Fury asks pitches for the same arithmetic: monthly burn rate times the months left. Capermint quotes each slice as a fixed-scope milestone after a scoping call.
| Line item | What to enter |
|---|---|
| Core team | Every role one full loop needs, from design, engineering and art to audio, QA and production |
| Timebox | Months from kickoff to acceptance, worked back from your decision date |
| Monthly team cost | The vendor’s quoted monthly cost for that team: your burn rate |
| Change reserve | A fixed amount for extra review rounds, agreed in the contract |
| Third-party costs | Engine or middleware seats, licensed music or voice, test devices, multiplayer servers |
| Exclusions | Marketing, PR, events and porting, which Raw Fury’s pitch guidance keeps out of the development budget |
A slice is part of a whole-game budget, not a separate product. For scale, Capermint’s typical whole-project ranges are $40K–$120K for a mid-scope multiplayer game and $120K+ for a large custom build; final quotes follow a scoping call. Casual and mid-scope games, whose slices are short or skipped, fit the lower band; a premium PC or console slice that runs for months belongs to a $120K+ budget.
The game cost calculator gives a first whole-game range, and our guide to setting a game development budget breaks costs down by scope, genre and platform. Building in Unity? Our Unity game development cost guide adds engine license fees.
What goes into a fixed-scope slice contract?
A fixed-scope slice contract lists the deliverables, measurable acceptance criteria, a timebox with a set number of review rounds, what must be reusable, payments tied to milestones and when files are handed over. Writing these down before work starts is what keeps a slice from turning into open-ended pre-production.
- Deliverables: the exact level, mission or match, the asset list and reference device, plus capture, pipeline notes and a production estimate.
- Acceptance criteria: frame rate on the reference device, no crashes in a full session, playable by an outsider without help, and sign-off on art direction.
- Reuse: which code, tools and assets must be production-grade and which may be throwaway.
- Payments: milestone payments tied to kickoff and to acceptance of the slice build, not to calendar dates.
- If the slice misses its criteria: a fix window, then handover of the build and source for the work paid for.
- Ownership: one line in the contract on when code and assets are handed over; our guide to the game development outsourcing contract covers what to agree in writing.
What a studio needs to scope your slice
Send enough for a studio to price scope rather than guess at it. With these in hand, a scoping call can go straight to scope, timeline and price.
- The prototype build or a capture of it, and what it proved
- A one-page concept or pitch deck, plus the GDD if one exists
- Reference games, target platforms, engine preference and reference device
- Who signs off and by when, and the budget range you are working to
- Target markets and, for real-money projects, the licensed operator and jurisdiction
When should you skip the vertical slice?
Skip a dedicated vertical slice when nobody outside the team needs to approve quality before production, when the market is a better judge than a reviewer, or when the game is so small that the slice would be most of it. In those cases, go from prototype to a small release and spend the money on real player data instead.
- Hyper-casual and casual mobile games: market tests beat polish; see our casual game development company page.
- Small games and advergames: when the whole game is a few weeks of work, the slice is the game.
- Sequels, reskins and ports on a proven pipeline: the team has already shown it can hit the quality bar.
- When the prototype has not proven the fun: polish only makes a later cancellation more expensive.
- When your funder wants metrics, not polish: test with real players instead.
Build one instead when you are working with a studio for the first time, when the game needs a new art style, new technology or real-time multiplayer, or when a publisher, fund or board must sign off quality before production money is released. The trade-off: a slice costs time and money up front, and its pace can understate how long the rest of production takes.
How do you run a vertical slice with an outsourced studio?
Run it as a short, fixed-scope project with a written definition of done. Agree the slice brief and acceptance criteria up front, build the pipeline before the polish, review real builds every week on the target device, and finish with an acceptance playtest and a production estimate drawn from measured asset times.
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Lock the prototype findings. The slice showcases proven ideas; it does not test new ones.
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Write a one-page slice brief. Name the level or match, the pillars it must show, the target device and who will judge it.
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Agree acceptance criteria and a timebox. Fix quality targets, review rounds and the end date.
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Build the pipeline first. Engine project, source control, build automation and asset pipeline come before polish.
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Review real builds every week on the target device, logging feedback against the brief.
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Run an acceptance playtest. Have outsiders play without help, then sign off or list fixes.
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Turn the slice into a production plan. Use measured asset times and the risk list to estimate and staff full production.
Our default advice: never skip the rough prototype, and ask that the slice milestone names its handover: the build, gameplay capture, pipeline notes, measured asset times and a production estimate.
Capermint works in three engagement models: a fixed-scope project, which suits a prototype or vertical slice; a dedicated team billed monthly, which suits full production; and game co-development alongside your in-house team.
Capermint has built games and iGaming platforms from Ahmedabad, India, since 2014 and reports a team of over 200 specialists across design, art, animation, engineering and QA. We schedule calls in US and Canadian business hours and work with buyers worldwide. Selected clients and products include Zen Gamer Studios, Playsphere Studios and Chess Castle; see our games portfolio and the Capermint game development process.
Slice-specific questions for your studio
General vetting, such as shipped work, references and team checks, applies to any project. For a slice, these are the points that decide whether the build carries into production, and the answers belong in the contract.
- Will the leads who build the slice stay for production?
- Which slice work will be production-grade, and which is throwaway?
- How are missed criteria and extra review rounds handled?
- When are the code, art and documents handed over?
- For real-money projects: who holds the supplier license or registration the market requires, such as AGCO supplier registration in Ontario?
Real-money games: keep casino, poker or betting prototypes and slices in play-money demo mode. Operators are responsible for licensing; Capermint builds to the technical requirements of the target jurisdiction, with RNG and game math ready for independent testing by accredited labs such as GLI, iTech Labs or BMM, and certification is obtained by the operator or game owner.
Capermint does not hold a gaming or supplier license or registration in any market, including with the UK Gambling Commission and the AGCO; we build for the licensed operator or supplier. Operators who need speed can skip the slice with a white-label or turnkey platform; see iGaming business models.
Rules differ by market. In the US each state decides, as New Jersey’s Division of Gaming Enforcement does there. In Ontario the AGCO registers operators and gaming-related suppliers, and in Great Britain businesses that make, supply, install or adapt gambling software need a Gambling Commission gambling software license.
India’s Promotion and Regulation of Online Gaming Act, 2025 prohibits online money games, so builds for India are free-to-play, social or e-sports formats. Brazil has prohibited fixed-odds betting, including sports betting and online casino-style games, since September 25, 2026 under Provisional Measure 1.394/2026; the measure is before the Supreme Court (STF) and Congress, so its status may change. This is general information, not legal advice.
Frequently asked questions
Is a vertical slice the same as a demo?
No. A vertical slice is built for decision-makers, such as a publisher, investor, fund or client, to prove the team can deliver the game at final quality. A demo is built for players, usually from the opening minutes, to win wishlists or sales. A slice can later be reworked into a demo.
How long should a vertical slice be to play?
There is no standard length. Aim for one complete loop: long enough to show the core mechanic, a challenge and its payoff, and short enough that every minute is at final quality. For a match-based game, one full match is the natural unit; for a level-based game, one level with its finale.
Can a vertical slice use placeholder art?
Only where it is clearly labeled and does not affect the judgment being made. A placeholder icon in a settings menu is fine; a grey-box level, blocked out with untextured shapes, is not, because it turns the slice back into a prototype and hides the art risk the slice exists to retire.
Should a vertical slice include monetization?
Include it only if the funding decision depends on it. A premium game’s slice rarely needs a store. For free-to-play games, funders often want to see the economy and store flow, so a working shop screen and one purchase path help. Full pricing and offer design come later, in production.
Can a vertical slice be used for a Steam page or crowdfunding campaign?
Often, yes. A slice gives you gameplay capture, screenshots and trailer footage at final quality for a store page, crowdfunding campaign or publisher deck. Reworked into a public demo, it can also enter Steam Next Fest, which requires a playable demo. Make sure the footage reflects what the full game will deliver.
Does the vertical slice fee count toward the full production budget?
It depends on the contract, so ask before you sign. Slice work built to production standard, such as the pipeline, finished assets and production-grade systems, carries into the full game. Whether the fee itself is credited against a later production contract is a commercial term to agree in writing; it is not automatic.
What if the publisher or investor says no after the slice?
The slice still has value. The build and gameplay capture serve the next pitch, a store page or a crowdfunding campaign, and the measured asset times keep your estimate credible. Ask what held the funder back: if it was quality, fix that; if it was market fit, test the game with real players before building more.
Sources and method
We checked pages ranking for vertical slice game development questions against primary sources: engine and store documentation, publisher and fund guidance, production articles, regulators and statutes. Prices are Capermint’s typical ranges in USD; final quotes follow a scoping call. Regulatory notes are general information, not legal advice.
- Unity Learn: Your first milestone, the vertical slice
- European Commission: Creative Europe MEDIA call document, video games and immersive content development
- Rami Ismail, Levelling the Playing Field: Prototypes and vertical slice
- Game Developer: What you should take out of pre-production
- Game Developer: Do you have a firm definition of your milestones?
- Raw Fury: How to pitch to Raw Fury
- Ontario Creates: IP Fund, Interactive Content stream
- UK Games Fund: Content Fund
- GamesMarkt (Zoran Roso): Welcome to the era of Inception Publishing
- Steamworks Documentation: Steam Next Fest
- New Jersey Division of Gaming Enforcement
- AGCO: Roles of the AGCO and iGaming Ontario
- UK Gambling Commission: What is gambling software
- India Code: Promotion and Regulation of Online Gaming Act, 2025
- Brazil Ministry of Finance (SPA): Provisional Measure 1.394/2026
Scope your vertical slice
Tell us your genre, platforms, target markets and who has to approve the build, using the checklist above. We will follow up to agree whether a prototype or a vertical slice comes next, its scope, a timeline and a price range.