No. Read Chandler's whole book. Do not read my foreword. And, either before or after you read her whole book, you can read my chapter in the other book.
@Tom Sloper, could you recommend another book? Seems to me the Game Production Handbook is not available in my country. I'm outside of USA, so my book resources are limited at my disposal.
I mean that it's important for you learn how to do something, and it'll aid people here to guide you in learning that if we understand how you developed these plans.
I started developing these plans based on 2 things:
- Visual graphs made by my professor on his computer, in which it displays the project's lifetime and its deadlines. I've only briefly seen a project scheme that shows a large project split into 20 subgroups, each with an arrow pointing from the main group labeled "Project Name". Each subgroup contains a duration deadline of 2 weeks. This is where I develop the 2-week length for my plan.
- Little, but vague facts from my professor, who told me that software projects have to start off with a plan. And without any plans, it would be hard to progress. I don't think that I told him clearly that I do not have the expertise to construct a plan, and at that time, I didn't think much about this until now.
I have not had any experiences in project planning, so the only sources I get from is from my professor, who only taught me that much, when I finally thought of it just 2 weeks before winter vacation (and 1 week before the finals). I had tried emailing my professor, and I'm still haven't received any replies. So, I couldn't get more information from him.
Is that, all of this, known as the answer to the question, "How I develop my plan?" Or I'm still unable to get the picture?