Production practice.
WHAT MAKES GAME PRODUCTION DIFFICULT
The design changes as it is discovered Estimates are unreliable for creative work Dependencies between disciplines Scope pressure from every direction
WHAT PHASES ARE TYPICALLY USED
Concept Prototype Pre-production, establishing how the game is made Production, making content at volume Polish Release
WHY PRE-PRODUCTION MATTERS MOST
It determines whether production is efficient or wasteful.
WHAT IT SHOULD ESTABLISH
The core mechanics, proven The art direction, demonstrated The pipelines, working A vertical slice at final quality
WHAT TO NOT DO BEFORE THAT
Produce content at volume.
WHY
Content made before the approach is settled is remade.
WHAT MILESTONE DEFINITIONS PROVIDE
Agreement on what complete means.
WHAT TO DEFINE
What must be true to call a feature done.
WHAT SCOPE MANAGEMENT REQUIRES
A list of what is in and what is out A decision process for additions Willingness to cut
WHAT TO CUT FIRST
Anything not serving the core loop.
WHAT TO TRACK
Remaining work against remaining time, honestly.