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Planning a Solo Game Project Print

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Scoping for one person.

WHAT TO ESTABLISH HONESTLY

How many hours per week you actually have How long you can sustain that What you can make, and what you must acquire

WHAT TO MULTIPLY YOUR ESTIMATE BY

Three, at minimum.

WHY

Estimates for creative work are unreliable, and solo work has no slack.

WHAT TO CHOOSE

A game whose content requirements you can meet alone.

WHAT THAT RULES OUT

Large worlds Many unique characters Extensive voiced content Anything requiring a discipline you cannot do or buy

WHAT IT FAVOURS

Systems-driven games, where depth comes from interaction rather than content Limited art requirements Short play sessions Reusable mechanics

WHAT TO DECIDE EARLY

What is essential, and what is desirable.

WHAT TO WRITE DOWN

That distinction, so later decisions are easier.

WHAT TO BUILD FIRST

The thing that must work for the game to exist.

WHAT TO DEFER

Menus, settings and polish, until the game is proven.

WHAT TO NEVER DEFER

Saving, if the game requires it.

WHY

It shapes architecture, and retrofitting it is painful.


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