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 Critical Path Analysis and Scheduling for Game Development
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Hey this is a cool article! It was a fun read and definetly makes me see things differently about working on a project. I've had a handle on doing things this way, but I never fully understood it. I used to work as a contractor programming for a networking company and we all had copies of Microsoft Project, which was able to create Gantt charts based on schedule data that you plugged in. I played around with that and got the basics of scheduling, but this article really cleared and summed it all up. Thanks!

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I've been involved with large projects (with a large company) which had no fore planning or scheduling. I know what a disaster it can be. They made a few mistakes, including no planning on what project to start first, data-structures weren't planned in advanced which meant that they were designed during development.

It meant a lot of people had to work late nights, and even a few 24 hours days just to get the project out on time (all we had was a DEFINATE date the product had to go out). With proper planning in advance, the project could of started on the right foot and meant a lot more people could go home at night sooner.

I wish when I was involved with those projects that they had read this article before starting.

Thanks again for making a decent article.
- Deepdene

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It was a good article, but all it did was sum up a small part of the field called project management.

If you ever plan to do any software development getting some education about project management is a must. (I'm still amazed that the game industry still isn't taking project management seriously.)

So if you found this article usefull - don't stop there - there is still a lot to learn.

IHF
Webmaster of the site "Game Design Documents"
at www.ihfsoft.com


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