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Managing a Game Project Print

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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.


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