production-planning
Core Philosophy
Game development is the most chaotic engineering discipline in tech because creative fun cannot be scheduled on a Gantt chart. Traditional waterfall planning leads to catastrophic death marches, while unstructured agile causes endless scope creep where games remain in development for 7 years without shipping. Successful game production operates on rigorous phased gating: moving from a brutal Proof of Concept to a polished Vertical Slice, enforcing aggressive scope triage, and defining an unshakeable Definition of Done for First Playable milestones.
4-Step Game Production Framework
Step 1: The Phased Milestone Lifecycle
- Prototype / Core Loop Validation (Months 1-3):
- Goal: Prove the core interaction is mechanically fun with gray-box geometry and zero final art. If the movement and combat do not feel satisfying with untextured cubes, no amount of 4K graphics will save the game.
- Vertical Slice (Months 4-7):
- Goal: Build 10-15 minutes of final-quality gameplay containing all systems: final art, shaders, combat, UI, audio, save/load, and localization pipeline. This proves the production budget and velocity.
- Production / Content Scalpel (Months 8-16):
- Goal: Factory-line asset and level generation using established Vertical Slice pipelines.
- Alpha $\to$ Beta $\to$ Gold Master (Months 17-20):
- Alpha: Feature complete. Zero new systems allowed.
- Beta: Content complete. Bug fixing, balancing, and optimization only.
- Gold: Zero blocker/crash bugs. Console platform certification compliance.
Step 2: The Vertical Slice Audit Criteria
- Vertical Slice Must Include:
- 1 complete, polished level/mission.
- Fully animated player character and minimum 2 enemy archetypes.
- Polished HUD, inventory, pause menu, and audio mix.
- Profiler telemetry demonstrating stable frame budget (60 FPS on target hardware).
- The "Throwaway Code" Purge:
- Strip all prototype hacks and spaghetti code before beginning full production.
Step 3: Scope Triage: The MoSCoW Feature Razor
- Must Have (Core Pillar):
- Features without which the core loop collapses (e.g. gun recoil, cover system, enemy AI).
- Should Have (High Value):
- Deepens gameplay but game could launch without it (e.g. weapon crafting, dynamic weather).
- Could Have (Scope Cut Candidates):
- First to be chopped when schedule slips: photo mode, fishing mini-game, branching dialogue trees.
- Won't Have (Post-Launch / Sequel):
- Multiplayer co-op in a planned single-player game, procedural world generation.
Step 4: Velocity Tracking & Burndown Metrics
- Asset Velocity Calculation:
$$\text{Sprint Asset Velocity} = \frac{\text{Completed Game-Ready Assets}}{\text{Target Asset Quota}}$$
- Scope Contingency Rule:
- Always budget 25% buffer time before certification and submission dates for unanticipated console platform compliance (TRC/TCR) failures.
Deliverable Format: Milestone Roadmap & Scope Triage Ledger
# Project: "Aetheria" Production Roadmap
## Milestone Gates:
- [x] M1: Graybox Core Loop (Movement + Melee Combat) — Approved Week 6
- [x] M2: First Playable (1 Boss Arena + Graybox Telemetry) — Approved Week 14
- [ ] M3: Vertical Slice (15 Min Final Level + 60 FPS Target) — Deadline: Week 26
- [ ] M4: Alpha Gate (Feature Complete, 4 Levels Playable) — Deadline: Week 42
- [ ] M5: Beta Gate (Content Complete, Zero P1 Bugs) — Deadline: Week 54
## Scope Cut Contingency Tiers:
| Tier | Feature Name | Estimated Dev Weeks | Cut Trigger Date |
|---|---|---|---|
| Tier 1 | Dynamic Day/Night Lighting Cycle | 4 Weeks | If M3 delayed by > 2 weeks |
| Tier 2 | Companion Pet AI System | 6 Weeks | If Alpha milestone slips by 3 weeks |
| Tier 3 | Weapon Dye Customization UI | 2 Weeks | Immediate cut if console cert fails |
Worked Example: Emergency Scope Cut to Save a 6-Month Slipping Release
- Context: An action-adventure studio was 14 weeks behind schedule entering Alpha. The team was attempting to build 12 distinct weapon classes and 4 open-world vehicle types.
- Intervention: The production lead applied the MoSCoW razor: slashed the 4 vehicle classes entirely (saving 18 weeks of physics engineering and animation), and consolidated the 12 weapon classes into 5 highly polished archetypes.
- Outcome: The team recovered 12 weeks of schedule, eliminated mandatory weekend crunch, and hit console certification on the first submission attempt.
Verification Checklist
Anti-Patterns
- Starting Full Production on Unfun Graybox: Investing $500K in 3D character art while the movement mechanics still feel clunky and unresponsive.
- Endless Prototyping (Feature Creep): Adding new mechanics every week based on whatever game the creative director played over the weekend.
- Zero Scope Cut Contingency: Treating every single planned feature as a sacred requirement until the studio runs out of runway.
1---2name: production-planning3description: Plan the build: vertical slice, milestones, scope cuts, and what actually ships in the first playable. Use when planning milestones, scoping features, or building roadmaps.4---56# production-planning78## Core Philosophy9Game development is the most chaotic engineering discipline in tech because creative fun cannot be scheduled on a Gantt chart. Traditional waterfall planning leads to catastrophic death marches, while unstructured agile causes endless scope creep where games remain in development for 7 years without shipping. Successful game production operates on rigorous phased gating: moving from a brutal Proof of Concept to a polished Vertical Slice, enforcing aggressive scope triage, and defining an unshakeable Definition of Done for First Playable milestones.1011---1213## 4-Step Game Production Framework1415### Step 1: The Phased Milestone Lifecycle161. **Prototype / Core Loop Validation (Months 1-3)**:17 - *Goal*: Prove the core interaction is mechanically fun with gray-box geometry and zero final art. If the movement and combat do not feel satisfying with untextured cubes, no amount of 4K graphics will save the game.182. **Vertical Slice (Months 4-7)**:19 - *Goal*: Build 10-15 minutes of final-quality gameplay containing all systems: final art, shaders, combat, UI, audio, save/load, and localization pipeline. This proves the production budget and velocity.203. **Production / Content Scalpel (Months 8-16)**:21 - *Goal*: Factory-line asset and level generation using established Vertical Slice pipelines.224. **Alpha $\to$ Beta $\to$ Gold Master (Months 17-20)**:23 - *Alpha*: Feature complete. Zero new systems allowed.24 - *Beta*: Content complete. Bug fixing, balancing, and optimization only.25 - *Gold*: Zero blocker/crash bugs. Console platform certification compliance.2627### Step 2: The Vertical Slice Audit Criteria281. **Vertical Slice Must Include**:29 - 1 complete, polished level/mission.30 - Fully animated player character and minimum 2 enemy archetypes.31 - Polished HUD, inventory, pause menu, and audio mix.32 - Profiler telemetry demonstrating stable frame budget (60 FPS on target hardware).332. **The "Throwaway Code" Purge**:34 - Strip all prototype hacks and spaghetti code before beginning full production.3536### Step 3: Scope Triage: The MoSCoW Feature Razor371. **Must Have (Core Pillar)**:38 - Features without which the core loop collapses (e.g. gun recoil, cover system, enemy AI).392. **Should Have (High Value)**:40 - Deepens gameplay but game could launch without it (e.g. weapon crafting, dynamic weather).413. **Could Have (Scope Cut Candidates)**:42 - First to be chopped when schedule slips: photo mode, fishing mini-game, branching dialogue trees.434. **Won't Have (Post-Launch / Sequel)**:44 - Multiplayer co-op in a planned single-player game, procedural world generation.4546### Step 4: Velocity Tracking & Burndown Metrics471. **Asset Velocity Calculation**:48 $$\text{Sprint Asset Velocity} = \frac{\text{Completed Game-Ready Assets}}{\text{Target Asset Quota}}$$492. **Scope Contingency Rule**:50 - Always budget **25% buffer time** before certification and submission dates for unanticipated console platform compliance (TRC/TCR) failures.5152---5354## Deliverable Format: Milestone Roadmap & Scope Triage Ledger5556```markdown57# Project: "Aetheria" Production Roadmap5859## Milestone Gates:60- [x] M1: Graybox Core Loop (Movement + Melee Combat) — Approved Week 661- [x] M2: First Playable (1 Boss Arena + Graybox Telemetry) — Approved Week 1462- [ ] M3: Vertical Slice (15 Min Final Level + 60 FPS Target) — Deadline: Week 2663- [ ] M4: Alpha Gate (Feature Complete, 4 Levels Playable) — Deadline: Week 4264- [ ] M5: Beta Gate (Content Complete, Zero P1 Bugs) — Deadline: Week 546566## Scope Cut Contingency Tiers:67| Tier | Feature Name | Estimated Dev Weeks | Cut Trigger Date |68|---|---|---|---|69| Tier 1 | Dynamic Day/Night Lighting Cycle | 4 Weeks | If M3 delayed by > 2 weeks |70| Tier 2 | Companion Pet AI System | 6 Weeks | If Alpha milestone slips by 3 weeks |71| Tier 3 | Weapon Dye Customization UI | 2 Weeks | Immediate cut if console cert fails |72```7374---7576## Worked Example: Emergency Scope Cut to Save a 6-Month Slipping Release7778- **Context**: An action-adventure studio was 14 weeks behind schedule entering Alpha. The team was attempting to build 12 distinct weapon classes and 4 open-world vehicle types.79- **Intervention**: The production lead applied the MoSCoW razor: slashed the 4 vehicle classes entirely (saving 18 weeks of physics engineering and animation), and consolidated the 12 weapon classes into 5 highly polished archetypes.80- **Outcome**: The team recovered 12 weeks of schedule, eliminated mandatory weekend crunch, and hit console certification on the first submission attempt.8182---8384## Verification Checklist8586- [ ] Every milestone has an objective, non-negotiable Definition of Done.87- [ ] Prototype phase verifies gameplay fun before art asset production begins.88- [ ] Vertical Slice benchmarks real production velocity and frame budgets.89- [ ] Pre-determined Scope Cut list exists before delays occur.90- [ ] Minimum 25% schedule buffer allocated for console certification (Sony TRC / Microsoft TCR).9192---9394## Anti-Patterns9596- **Starting Full Production on Unfun Graybox**: Investing $500K in 3D character art while the movement mechanics still feel clunky and unresponsive.97- **Endless Prototyping (Feature Creep)**: Adding new mechanics every week based on whatever game the creative director played over the weekend.98- **Zero Scope Cut Contingency**: Treating every single planned feature as a sacred requirement until the studio runs out of runway.