Description
Most independent game projects fail not because the concept is weak or the team lacks skill, but because the scope was never realistically defined. Features accumulate, timelines extend, and the gap between what was planned and what can actually be built within available resources widens until the project collapses under its own ambition. This module covers how to prevent that — not by limiting creative vision, but by building the production discipline that gives vision a realistic path to completion.
You’ll work with:
- Scope definition and feature prioritization: distinguishing between core features that define the game and additions that expand the timeline without proportionally improving the product
- Milestone and build planning: structuring development into testable, shippable increments that surface problems early rather than at the end
- Risk identification and contingency planning: mapping the decisions and dependencies most likely to create schedule pressure and building response options before they’re needed
Timeline: +/- 4-6 hours
Outcome: A production planning framework suited to game development — producing projects that are scoped to ship rather than scoped to impress, with the milestone structure that keeps development on a trajectory toward a finished product.

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