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# Vertical Slice vs. Horizontal Layer
> Originally posted in the now defunct uber.typepad.com blog. You can find an archived version on [The Internet Archive](https://uber.typepad.com/birthofagame/2009/04/vertical-slice-vs-horizontal-layer.html)
> Originally posted in the now defunct uber.typepad.com blog. You can find an archived version on [The Internet Archive](https://web.archive.org/web/20250914133730/https://uber.typepad.com/birthofagame/2009/04/vertical-slice-vs-horizontal-layer.html)
I've [mentioned before](../find-the-fun) [(archive)](https://web.archive.org/web/20250914133730/https://uber.typepad.com/birthofagame/2008/10/find-the-fun-fi.html) I think the Vertical Slice (VS) is one of the most abused industry practices. By definition, it ought to be a version of your software that is near final quality in a small subset of its domain that represents the overall product. If you're making Call of Duty 4 it might be "just one mission" complete with working AI controlled enemies, HUD art, polished control scheme, in-mission cinematics, and near final quality art assets. The problem is getting to this vertical slice actually requires completing a huge portion of the game. For example, the subset of character rigs and animations required for the level may be 80% of the animations needed for the entire game. The UI and HUD are an often underestimated amount of work yet having near final quality versions of them for "just one mission" is saying that entire subsystem needs to be nearly complete. The requirements may say 3 weapons out of the 15 that will be in game, but you'll be doing more than 1/5th of the code underneath to meet those requirements. If employed too early in development the VS can derail an entire project or worse put it on the fast track to nowhere.