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Full Version: How do you handle game scope management effectively?
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Scope creep is probably the number one reason indie games fail to launch. I've learned some hard lessons about game scope management over the years, and it's a skill that takes practice to develop.

Good game scope management starts with being realistic about what you can actually accomplish with your resources and timeline. It's so tempting to keep adding "just one more feature," but that's how projects balloon out of control.

What techniques do you use for game scope management? I'm interested in both planning strategies and methods for sticking to your scope during development.