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Seizure

Milestones

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Original post by Seizure I was hoping someone could point me towards some detailed information on how to set up milestones and methods of determining what should go in those milestones. i've had a bit of a look across the site but havent found too much so far - i'm gonna keep looking but if anyone has any resources they could point me towards that'd be great
Quote:
Original post by d000hg You might want to ask this in the "Business of Game Development" section, those guys probably have good answers to this stuff.
following some advice, hope someone can help :)

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Milestones are generally a list of deliverable items. It will probably be a disc containing a running copy of the game with a specific set of features. At the beginning of the project a milestone will be a set of documents or legal agreements.

A good milestone has both a date and a verifiable thing. You should be able to give it to Joe Random from the street and they'll be able to tell you if you met the milestone or not. If you can put it in a checklist of Yes/No items, you probably have a good milestone.


As far as specific milestones for a project, there are many.

You'll have milestones for design documents, milestones for legal agreements, milestones for first playable, milestones for specific feature sets, milestones for feature complete, milestones for QA, and milestones for finalization and publishing. You can have lots more, but that's enough to get started.

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Canberra,
I take it you want to know how to write milestones, either from the developer (vendor) side or from the publisher (client) side. It's really very simple in concept - write them very clearly, with exacting detail of what's to be delivered. The publisher producer needs to be able to read the milestone, look at the delivery, and check off each of the deliverables promised. If they're all checked off, then he can put in a milestone payment request. For more, see pages 816-817 in "Introduction to Game Development" (I wrote the chapter on Production).

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