Not Waving, Drowning

Making THE OCTOBER GAME: Workflows

There are so many moving parts in even the simplest game, that you’ll drown in complexity if you don’t have a good system. The design method I’m using looks like a set of nested rings:

Game design rings

When it’s time to actually implement the design, I break the tasks up into an upside-down tree structure like this:

Task tree low-resolution

I just keep breaking the tasks down until I get to drawing pixels, typing code, playing notes, writing blog posts.

Task tree detail 2

Don’t be misled by the pretty diagrams, there’s lots of interaction between the levels of organization. Plus research, prototypes, tests, false starts, bugs, typos and lots of editing.

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