Monday, February 10, 2014

Planning out your game project (Big or Small)

When planning out a project, I generally start by determining and documenting a list of specific goals, tasks, costs and deadlines. I believe having all this information early in development guarantees for successful completion. This is why I prefer to set limits to the scope early as opposed to the later route.

The bigger the project the bigger the scope:
The Scrum process seems to suit big projects that have rapidly changing and highly emergent requirements quite well. How this works is via a series of iterations called sprints, which generally last from one to four weeks. This model suggests that each sprint begins with a planning meeting and concludes with a debriefing. These planned meetings ensure communication throughout various disciplines, which then spark further knowledge and creativity for that project. I believe this model fits perfectly with an early approach because it ensures that the teams understand the project vision.  

Implement, document then test:
When working on big projects, it’s almost natural for parts to change. Ensuring that the project has been “scoped” early in development results in the team being able to adapt faster and more efficiently. Also, making sure that all team members are fully aware of the projects scope, guarantees undivided concentration, which then translates to zero ambiguity.


Naturally one might say that taking this early approach leaves room for contingency. My way around this problem is to leave room in the scope for any unforeseen issues or events. Having this clear path means that a team can devote their time to quality. This absolute devotion to quality is what makes for great games in my eyes.