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Session Name:

Seeing in the Fog: Improving Visibility in Medium-Term Planning


Game development is plagued with scheduling nightmares, underestimations, resource starvation, poor acceptance criteria and a host of other problems which make it unpredictable and risky. These problems are usually not the result of problems with short-term planning or even long-term vision. Instead, they are primarily caused by oversight during mid-range planning: between a few weeks and a year or more from project start. The desire for predictability and risk management leads to delusion and the implementation of counterproductive practices which can make problems even worse. This presentation will outline the ways to avoid some of those practices as well as solutions for mitigating them if they do arise.

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  • GDC Online 2010
  • Hermann Peterscheck
  • Riot Games
  • free content
  • Production
  • Production