View on GitHub

Product Plan Research

How to do a good Product Plan

Welcome to my Personal Research

“I am Lluís Moreu Farran, student of the Bachelor’s Degree in Video Games by UPC at CITM. This content is generated for the second year’s subject Project 2, under supervision of lecturer Ricard Pillosu.”

WHAT IS IT?

https://www.mindjet.com/blog/wp-content/uploads/sites/6/2012/10/How-Social-Task-Management-Helps-Conquer-the-Big-32.jpg

WHY IS IMPORTANT?

https://motto.za.net/wp-content/uploads/2018/12/5-Positive-Conflict-tips-You-Can-Learn-From-High-Performance-Teams.jpg

WHAT IT CONTAINS?

https://motto.za.net/wp-content/uploads/2018/12/5-Positive-Conflict-tips-You-Can-Learn-From-High-Performance-Teams.jpg

GENERAL CALENDAR OF WORK

https://image.slidesharecdn.com/3933db9a-1a93-4e5b-ad2b-d07898cb0689-160602151318/95/qlikview-projects-in-agile-environment-8-638.jpg?cb=1464880617

RISK AND CONTINGENCY LIST

https://expertprogrammanagement.com/wp-content/uploads/2017/09/Contingency-plan-Risk-Management.png

OVERALL GANTT CHART

http://4.bp.blogspot.com/-slwxmU0swX8/UarEGiNyA0I/AAAAAAAAA0I/X2wSxKj5T0M/s400/Gantt_Updated.png

Here is a template of a Gantt Char for your project.

Exercice

To start with this type of chart, you can organize the preproducing phase with this Gantt Chart.

AVERAGE ESTIMATION DEVIATION

Triangular distribution = (O + 4M + P) / 6

POSTMORTEMS

Questions

  1. Are you proud of our finished deliverables? If yes, what made them great? If no, what was wrong or missing?
  2. Did we get the results we wanted and did it make impact?
  3. Which of our methods or processes worked particularly well?
  4. Which of our methods or processes were difficult or frustrating to use?
  5. How would you do things differently next time to avoid this frustration?
  6. What else could we do better next time?
  7. What was the most gratifying or professionally satisfying part of the project?

EXECUTIVE SUMMARY

TO BE CONSIDERED

Kellee Santiago’s 10 steps. I have chosen 5 that are very important for the Project II.

  1. Assess assets & constraints. “We have to assess the realities of the time space continuum,”. “How long can we go with the money we have? What are our skills, and do we need to supplement them? How much time do we have? What are the major unknowns of the game? The features that have the biggest effect on the final experience. And the more unknown the game design, the easier it needs to be executed upon.”
  2. Look at the calendar of events. You can sort of use submission to competitions as milestones, as an indie. “For every one of these events, you’re going to need a stable, great-feeling build,”. “It’s weird to think about this at the beginning of your project, but it’ll impact what features you’re working on, and when. You might need a working, stable build in time for the Independent Games Festival competition.”
  3. What are the biggest unknowns? “Are they critical to the experience?” . “Those are the features you want to start prototyping first.” You need to know how and where they’re going, and whether they’re even worth trying.
  4. Re-evaluate the schedule regularly. You have to keep having conversations about your schedule and your budget. “It’s always tempting to keep working, and fix all those bugs,”, “but it’ll keep everyone much more sane if you keep evaluating your schedule and budget.”
  5. Maintain a stable build. “The longer we go without addressing bugs, the harder they are to find, and the more entangled they become,”. Vertical slice sprints can help with that, making sure your build is stable all the time.

SUMMARY

SOURCES

Agile Project Management Software

Scrum and Long Term Project Planning for Video Games

9 Examples of Risk Contingency

Contingency Planning

Risk and contingency planning

Contingency Planning

Game Design Document and Gantt Chart

Scrum and Long Term Project Planning for Video Games

Estimate Activity Durations

10 Tips for a Successful Post-Mortem

Writing a Business Plan for Independent Game Ventures

Kellee Santiago’s 10-step video game production plan

CONTACT

Lluís Moreu Farran

lluis.moreu@gmail.com