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Ludo Atlas · Production Handbook

Positioning: a handbook that turns "finishing a game" into a manageable process, covering kickoff documents, estimation and scheduling, phase models, scope control, team collaboration, outsourcing management, testing and QA, risk management, a dedicated chapter on solo development, and postmortem methods. Companions: Game Design Handbook · Programming Handbook · Pitfalls & Anti-patterns (project management chapter) · Multi-platform Launch Playbook · the template library (design doc §9). Principle: management exists to serve "shipping something good"; the lighter the process the better — but every feature cut must be recorded.


1. Kickoff Package (the three documents that must exist before the project starts)

Document Contents Length
One-pager (pitch) Concept/player fantasy/core loop/target platforms/audience and competitors/differentiators/business model 1 page
Mini GDD Plus controls, systems list, content plan (level table), art and audio direction, technical baseline 3–8 pages
Scope statement An explicit won't-do list + success criteria (what counts as "done") + draft milestones 1 page

Success criteria must be verifiable (e.g. "launched on Steam, ≥80% positive reviews, recouped its cost"); "fun" is not a criterion.

2. Estimation and Scheduling

2.1 Estimation Methods

  • Analogous estimation: find a similar feature/title you have completed (your own previous work is the most accurate) → apply a multiplier (unfamiliar territory ×1.5–3).
  • Three-point estimation: optimistic/realistic/pessimistic, take (O+4M+P)/6; for game asset work, default to the pessimistic value.
  • Experience multipliers: content production (levels/art) commonly runs 2–3× the first estimate; online/unknown platforms 2×+.
  • Buffer: keep a 30–50% buffer in the overall schedule (not laziness — it is the reality industry statistics show).

2.2 Milestone Design

Milestone Definition (verifiable) Check
Prototype Core loop playable, with placeholder assets The "toy test" passes (Game Design Handbook §1)
Vertical slice A short complete experience at final quality Quality bar established + schedule recalibrated (use it to re-estimate full production time)
Alpha All systems in place (features complete, content missing) Feature Lock: the feature list is frozen
Beta All content in place (completable/playable end to end) Content Lock: content is frozen, only bug fixes and polish
RC / Gold Release candidate Code Lock: only blocker-level bug fixes allowed
  • Iron rule: a milestone = a playable build, not "code finished" or "docs finished".
  • Weekly/biweekly cadence: set goals on Monday (three or fewer) → playable build + a brief on Friday (what got done/what's blocked/what's next week).

3. Scope Control (the skill that decides whether the project lives or dies)

  • Prioritization framework: label every item with MoSCoW (Must/Should/Could/Won't); write the "Won't" list down explicitly and make it public (to stop it from being resurrected).
  • Feature-cut order (first cut to last cut): cosmetic skins → side content → extra modes (Photo Mode/endless mode) → system depth (talent-tree branches) → content volume (level count/character count) → anything touching the core loop is cut last.
  • Principle: you cut features to protect the experience and the completion; "a finished small game" beats "an unfinished masterpiece" (see Pitfalls & Anti-patterns).
  • New-feature approval: every addition must be "one in, one out" (cut an item of equal size), and it gets recorded in the changelog.

4. Iteration Cadence and Team Collaboration

4.1 Minimal Process for Small Teams (2–8 people)

  • Kanban board (HacknPlan/Codecks/Feishu/Trello): four columns Todo / Doing / Review / Done; every card is ≤2 days of output.
  • Standup: 15 minutes a day (or an async written version); answer only "yesterday/today/blockers".
  • Decision records (ADRs): write 5 lines for each major technical/design decision (context/options/decision/consequences) to prevent "collective amnesia".
  • Documentation discipline: a single source of truth (Notion/Yuque/repo docs); never make decisions in private chats (see Pitfalls & Anti-patterns).

4.2 Roles and Division of Labor (the small-team merge trick)

Big-studio role Merged into, on a small team Key point
Producer/project manager Any team member, as a side role Do only three things: scope/schedule/risk
Designer (systems/levels/balance) Lead designer or a programmer doubles up Balance numbers must live in tables (Game Design Handbook §4.1)
Technical artist Art lead + a programmer, together Asset conventions and import scripts
QA Everyone, on rotation A fixed "destructive testing" slot for every version

4.3 Outsourcing Management Process

  1. Requirements package (reference images + spec sheet + acceptance criteria + delivery format) → 2. Quotes and paid tests → 3. Milestone contract (staged payments) → 4. Staged acceptance (draft → final) → 5. Source-file and license archiving (for compliance see the Legal, Patents & Competition).

  2. Acceptance criteria must be quantifiable (dimensions/style comparison images/animation durations); no "it just doesn't feel right" back-and-forth.

5. Testing and QA

  • Playtest organization (progressive): self-test → internal cross-testing → targeted external (5–10 target players) → public demo (Demo/Next Fest, Live-Ops & Growth).
  • Minimum QA plan: verify the feature list item by item + destructive testing (unplugging/sleep/full memory/rapid clicks) + regression list (retest old bugs) + device matrix (Multi-platform Launch Playbook/Programming Handbook).
  • Bug severities:
Severity Definition Handling
S1 Blocker Crash/freeze/save loss/cannot continue Fix immediately; blocks release
S2 Critical Feature broken but there is a workaround Must fix before release
S3 Normal Experience issues/minor errors Schedule the fix
S4 Minor Text/visual blemishes Fix when there is time (goes to the backlog)
  • Test records go into one shared system (kanban or Excel both work); every bug carries: reproduction steps/environment/screenshot or video.

6. Risk Management

  • Risk register (updated at every monthly review):
Risk Probability Impact Contingency
A core member leaves/gets sick Medium High Document critical systems; no single point of knowledge
Optimistic scheduling (the most common risk) High High Buffer + a feature-cut contingency ready to go
Engine/platform technical pitfalls (e.g. a platform export fails) Medium Medium Early technical validation (spikes)
Approval/game license delays (mainland China) Medium High Plan 6–12 months ahead; keep an overseas release as a backup
Running out of money (full-time development) Medium Very high Set aside 6–12 months of living expenses; bridge with outsourcing/part-time work
A competitor launches first or copies you Low Medium Speed + community + differentiation (Legal, Patents & Competition §7.5)
  • Every risk has a "trigger condition" (e.g. "slice takes 50% longer than estimated" → start the feature-cut contingency); when it trips, execute — no debate.

7. Solo Development (a dedicated chapter)

  • Time reality check: weekly available hours = total hours − life − day job (if any); at 10h per week, a small project ≈ 6–12 months — set scope by that (shrink the one-pager until it fits).
  • Weekly deliverable: by the end of each week there must be a build you can open and see changed; visible progress is fuel for motivation.
  • Anti-abandonment strategy: split the project into several shippable mini-phases; make a public commitment for each phase (devlog/community); stuck for 3 days means switch tasks or ask for help (see the burnout pitfall in Pitfalls & Anti-patterns).
  • What to outsource: outsource art/music first (the highest-leverage use of money); do only "core fun + systems" yourself.
  • Mindset: completion > perfection; the "regret list" at launch is the starting point for the next project.

8. Game Jam Training (take your management skills to the gym)

  • Value: run the whole "kickoff → scope → production → release" process within 48 hours; the cure for people who can never finish anything.
  • Strategy: settle the "one playable sentence" first → cut to the very core → use assets or AI assistance for all art/audio → freeze 2 hours before submission (Multi-platform Launch Playbook template).
  • Cadence: 2–4 jams a year; deliberately practice one weak spot per jam (narrative/levels/game feel/release process).

9. Postmortem Methods (mandatory after a project ends / after a milestone)

  • Writing a postmortem: goals vs results (data) → what went right (reusable) → what went wrong (root causes, no blame) → what to change next time (≤5 actionable items).
  • Reading postmortems: prioritize "same genre × same scale" postmortems (Resources §4 and docs/postmortems/); beware survivorship bias: failure cases carry more information.
  • Archiving: they go into docs/postmortems/ (template at templates/postmortem.md), becoming team assets.

10. Production Cadence Template (safe to copy as-is)

Cycle Action
Daily 15-minute sync (text is fine); log blockers
Weekly Friday: playable build + a 3-line brief; Monday: set ≤3 weekly goals
Monthly Review the risk register + review the scope statement (did anything sneak in?)
Every milestone Tick off each acceptance criterion + postmortem + re-estimate the remaining schedule
Every release Walk the release checklist (Multi-platform Launch Playbook §10) item by item

In one sentence: a believable scope × a visible cadence × decisive cuts = a project that lives to be finished. After that, hand it to the Live-Ops & Growth to turn it into a business.