R&D (Research and Development) in game design is the exploration phase — where teams investigate new ideas, systems, or technologies before committing to full production. It’s how we test possibility, not just fun.
R&D answers: "Can we make it?" — long before: "Should we scale it?"
1️⃣ Definition
R&D is the intentional process of experimentation used to test the technical, creative, or systemic feasibility of features, mechanics, tools, or pipelines that are unproven or risky.
📍R&D isn’t just technical. It includes emergent behavior tests, visual style probes, and even narrative structures.
2️⃣ Why R&D Matters
Purpose | What It Enables | Example |
Risk management | Avoid wasting time on unscalable ideas | Nemesis System in Shadow of Mordor was validated in R&D |
Innovation | Creates new genres or mechanics | Portal originated from a student R&D project |
Pipeline evolution | Prepares tech for large-scale production | ECS or DOTS testing in Unity for 10k+ agents |
Narrative prototyping | Tests structure, pacing, or player emotion | Journey’s multiplayer built on emotional R&D |
Gameplay discovery | Tests “What if…?” without production pressure | Tears of the Kingdom’s Fuse mechanic likely came from object interaction R&D |
📍R&D works best when it’s paired with clear constraints and freedom to fail.
3️⃣ What R&D Produces
Output | Function |
Prototype | Test of a mechanic, system, or loop |
Tool | Editor extensions, AI systems, automation helpers |
Technical report | Feasibility, performance, limits |
Design pitch | Idea refined through experimentation |
Reference document | Research on audience, genre, tone, or UX |
📍If R&D doesn’t leave behind artifacts (code, insight, visuals) — it didn’t happen.
4️⃣ When to Use R&D
Phase | Focus |
Pre-production | Exploring core mechanics, visuals, platform options |
Vertical slice | High-risk innovation testing |
Mid-production | Pipeline refactor, tech scale checks |
LiveOps / DLC | New monetization or system extensions |
📍Don’t treat R&D as “extra time.” Treat it as protective time — it prevents waste later.
5️⃣ R&D vs Prototyping vs Production
Stage | Key Question | Output |
R&D | Can this work at all? | Proof-of-concept, feasibility |
Prototyping | Is this fun or useful? | Testable gameplay unit |
Production | How do we scale this? | Final, polished, maintainable version |
📍R&D is often messy. Its goal is clarity about uncertainty — not deliverables.
✅ R&D Checklist
📍If it can’t fail — it’s not R&D. It’s just work in disguise.
Summary
Term | R&D (Research and Development) |
What it is | Exploration of unproven systems, tools, or ideas |
Why it matters | Enables innovation, manages tech/design risk |
When it’s used | Early concepting, system testing, scaling pivots |
Design goal | Turn uncertainty into insight — and ideas into usable direction |
📍R&D is where bold ideas get their first breath.
It’s not about speed. It’s about building the future of your game — before you start building the game itself.