Posts Tagged ‘schedules’

Lock Down

Wednesday, December 13th, 2006

polishHow do you keep your project on schedule? How do you hit your milestones at the end of the project? You have to take feature lock down seriously. Let’s say that your features are considered locked three-months prior to first submission. That gives you three months to do a real polishing.

The “polish pass” is something that is paid a lot of lip-service in the industry but doesn’t seem to be taken seriously. Sure, Valve delivers polished content, but Valve spent five years delivering Half-Life 2. Not an option that many of us have. Let’s think of polishing as post-production instead. Post, from the Latin postquam, meaning afterwards. That’s right, after production has ended. (more…)

Saving It For The End

Wednesday, November 29th, 2006

sisyphusAlmost without exception, every project leaves the bulk of production until the last 4-6 months of the project. It doesn’t seem to matter if development is scheduled for 12-months or 36-months.

In large part, I think this due to lack of or poor quality pre-production. If, instead, the first 4-months were devoted to rigorous pre-production, the team might be able to hit the ground running. If the core technology was in place: shaders, AI code, primary assets—then the rest of the project could be devoted to generating content. (more…)

The Mythical 12-Hour Day

Sunday, November 26th, 2006

Crunch-time: the inevitable long hours that plague the end of every project. Whether it’s for a demo, alpha, beta, or the final submission it’s production’s last ditch effort to get the project back on track.

I drew up similar timelines to those seen below on my TD’s whiteboard and didn’t get around to erasing it. The next day he mentioned that everyone who came into his office that afternoon asked about the timeline and not one person was able to disagree with it. This included producers, those responsible for the 12-hour day. (more…)