When I'm planning how to get things done in my game development projects, I like to keep it simple and effective. Here’s how I usually do it based on my experiences:
First, I figure out what I want my game to be. What are my goals? Do I want to create a basic version of the game, or am I aiming for a complete one with many features? This helps me understand which tasks are most important and which can wait.
Next, I make a complete list of all my tasks. This includes everything from designing the game to coding and marketing. I write down everything without holding back; no task is too small or too big. Once I have everything written down, I can start sorting which tasks to do first.
I find the MoSCoW method really useful for deciding what to focus on. It divides tasks into four groups:
I also pay attention to which tasks depend on others. Some tasks can’t start until some others are done (like needing artwork before programming). I try to plan these tasks so that I’m not just waiting around for something when I could be working on something else.
After sorting my tasks, I estimate how long each one will take. I use a mix of time blocking and short sprints to keep on track. For example, if a task takes weeks, I might set aside half of that time for reflection and making changes based on feedback.
The gaming world is always changing, and so are the project needs. I regularly check and adjust my priorities to keep things updated. If a “Must Have” feature turns out to be less important after some testing, I’m willing to switch things around.
In the end, prioritizing tasks is about finding balance and being open to changes. It’s a mix of your vision, feedback, and available resources. Stay organized, and remember to adapt as you go along!
When I'm planning how to get things done in my game development projects, I like to keep it simple and effective. Here’s how I usually do it based on my experiences:
First, I figure out what I want my game to be. What are my goals? Do I want to create a basic version of the game, or am I aiming for a complete one with many features? This helps me understand which tasks are most important and which can wait.
Next, I make a complete list of all my tasks. This includes everything from designing the game to coding and marketing. I write down everything without holding back; no task is too small or too big. Once I have everything written down, I can start sorting which tasks to do first.
I find the MoSCoW method really useful for deciding what to focus on. It divides tasks into four groups:
I also pay attention to which tasks depend on others. Some tasks can’t start until some others are done (like needing artwork before programming). I try to plan these tasks so that I’m not just waiting around for something when I could be working on something else.
After sorting my tasks, I estimate how long each one will take. I use a mix of time blocking and short sprints to keep on track. For example, if a task takes weeks, I might set aside half of that time for reflection and making changes based on feedback.
The gaming world is always changing, and so are the project needs. I regularly check and adjust my priorities to keep things updated. If a “Must Have” feature turns out to be less important after some testing, I’m willing to switch things around.
In the end, prioritizing tasks is about finding balance and being open to changes. It’s a mix of your vision, feedback, and available resources. Stay organized, and remember to adapt as you go along!