Production Point: A Project Management Methodology for Solo Game Developers

A practical project management methodology for solo developers based on the explore/exploit phases, applied as prototyping and production phases in game development.

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Program Modules

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Understanding the Production Point Methodology

Introduction to the core concepts of the Production Point methodology and its two key phases: Prototyping and Production. We'll explore the explore/exploit phases from behavioral science.

The Multi-Armed Bandit Problem Analogy

Daily

Understanding the explore/exploit phases through the lens of the multi-armed bandit problem and the Gittins index. This showcases the need to balance exploration (trying new things) and exploitation (using what works).

โ€œThe multi-armed bandit problem illustrates the need to balance exploration and exploitation.โ€

reflection

Prototyping vs. Production: Explore vs. Exploit

Daily

Defining the Prototyping (Explore - experimentation, intrinsic motivation) and Production (Exploit - goal setting, implementation intentions) phases in game development, and the dangers of getting stuck or blurring the lines between them.

โ€œPrototyping is about exploration and experimentation.โ€

quiz
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Key Differences Between Prototyping and Production

A detailed comparison of the Prototyping and Production phases across focus, scope, mentality, and feedback.

Focus: Systems/Mechanics vs. Content

Daily

Understanding the different focus areas: systems and mechanics during prototyping, and content during production.

โ€œPrototyping should focus on systems and mechanics.โ€

activity

Scope: Doing vs. Planning

Daily

Understanding how to scope in each phase: by doing (proving feasibility) in prototyping, and by planning (setting deadlines) in production.

โ€œScope prototyping by doing, proving you can make it.โ€

activity

Mentality: Playful vs. Work

Daily

Cultivating the right mentality for each phase: playful exploration during prototyping (intrinsic motivation, flow state), and focused work ethic during production (goal setting, implementation intentions).

โ€œEmbrace a playful mentality during prototyping.โ€

reflection

Feedback: Constant vs. End-Focused

Daily

Understanding the feedback strategies: continuous big-question feedback during prototyping, and large-scale bug-finding feedback at the end of production.

โ€œSeek constant feedback on core mechanics during prototyping.โ€

activity
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Optimizing Progress with the Production Point Graph

Visualizing the relationship between work and systems/content in each phase using graphs, and the importance of a clear dividing line (Production Point).

Systems/Mechanics: Exponential Work Curve

Daily

Understanding the exponential work curve associated with adding new systems and mechanics during prototyping.

โ€œAdding new systems and mechanics becomes exponentially harder as complexity increases.โ€

activity

Content: Linear Work Curve

Daily

Understanding the linear work curve associated with adding content during production.

โ€œAdding new content generally follows a linear work curve.โ€

activity

The Production Point: The Dividing Line

Daily

Understanding the Production Point as the clear dividing line that optimizes for progress and prevents getting stuck.

โ€œThe clearer the dividing line between prototyping and production, the better the progress.โ€

activity
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Frequently Asked Questions & Considerations

Addressing common questions and scenarios related to the Production Point methodology, including content-heavy prototypes, RPG Maker usage, switching to production, market research, system rewrites, and game feel. Addressing potential stressors of solo game development, such as burnout and isolation, and encouraging healthy habits.

Content Heavy Prototypes (e.g. Stardew Valley)

Daily

Adapting the Production Point method to games requiring more content during the prototyping phase.

โ€œPrototypes for certain genres require more content to validate the core gameplay loop.โ€

activity

Using RPG Maker & Similar Tools

Daily

Leveraging tools like RPG Maker to shorten the prototyping phase by providing pre-built systems and mechanics.

โ€œEngines like RPG Maker provide pre-built systems, allowing you to focus on story prototypingโ€

activity

When to Switch to Production?

Daily

Determining the criteria for transitioning from prototyping to production, including player engagement and system completion.

โ€œSwitch to production when players are engaged and want more contentโ€

activity

Importance of Market Research

Daily

Incorporating market research during the prototyping phase to identify trends and address player needs. This also mitigates risk, framing the process in terms of potential gains.

โ€œMarket research is best during prototyping to identify game trends and player needsโ€

activity

Rewriting Systems Before Production

Daily

Refactoring or rewriting systems and mechanics code at the end of the prototyping phase to prepare for production.

โ€œRewrite code bugs and refactor before production.โ€

activity

Game Feel in Prototyping vs. Production

Daily

Understanding the different aspects of game feel and when to address them (systems vs. content focus).

โ€œGame Feel can be related to both Systems or Content which are addressed in different phasesโ€

activity