Okay; what's your end goal? Is it to land a job at a games company, or is it to make a game you would play?
If it's the former, unfortunately industry jobs are largely pigeon holed, especially at larger studios; for example, if you want to be an animator, just start animating, build a showreel and start applying. Places where 'jack of all trade' skills are appreciated, are at smaller startups, and in todays climate, the likelihood is that you'll be doing work on mobile games - if you just want an industry break, don't turn your nose up. Work is work, and outside of the extremely lucky few, everyone in the industry has done 'the hard yards' on shitty shovelware, and literally nobody in a recruitment position is going to sneer at you if your showreel is things like toilet duck commercials.
If it's the latter, take one of your prototypes and bring it to completion; have a start screen, a win condition with an ending, and a fail condition with a game over. You don't need more than that, but obviously that's where your design chops come in.
For example, your first prototype third person action game could be something as simple as a 'horde mode' style fighter, score based, survive as long as you can on a single map (or have a variety of maps to choose from). This can obviously be expanded upon hugely, if you find it interesting to work on, or you feel it has promise as a full title; different enemies with different AI. Boss fights. Puzzles. A 'campaign' where you move from scene to scene. Whatever. If you want to know if its worth investing time into, release it to the public; if its something you do not consider worth charging money for, then don't - put it up somehwere like Kongregate / GameJolt / Itch.io and see if people are interested. See what feedback comes back from players. See if any requests you think would be worth it are made, and consider implementing them.
Anything you release can always be considered a 'prequel' for an iterative project based upon those foundations, and can be used as the basis for a Kickstarter campaign or Steam Greenlight Early Access release, and you would be automatically ahead of many similar entries by virtue of having a 'demo' people can play as proof of concept that you are capable of doing what you say you will.
Thank you for the advice, its not falling on death ears I assure you! I do want to make games that I would play, because I want to create something that takes risks in terms of game mechanics and design. But is still realistic in its goals as something achievable. I don't want to get into the professional industry as much to be honest, at least not until I am content with finishing one game of my own from start to finish.
I did create a design document for the 3rd person action game, biggest problem for continuing is the parts of the game I try to do by myself (level design, AI, some advanced Unity scripting) are quite lacking, hah. I will start off simple though, like you said just create a start and an end to a level, give the player something interesting to do in between. I need to focus on one thing at a time and finishing it, instead of bouncing around off different jobs when I get bored / procrastinate / burn out from doing just one haha.
Thanks for the advice again! I have a clearer idea on what I want to do now. But yes, indie games and eventually releasing on digital store fronts is what I want to do more so. Demos are definitely something I want to do as well, player feedback is invaluable! I will make a post here in the future when I have something more complete for others to try out. I'm all fired up now!