Scheduling Video Games Scientifically! – Game Planning With Science! Part 7
This post is a bit of a capstone. It utilizes all of the tools to make video games scientifically that I covered in the Parts 1-6 of “Game Planning With Science”. Make sure you’ve reviewed those weighty tomes before digging in here. In this post, I’m going to walk you through how to utilize capacity charts, story points, user stories, variance, and the central limit theorem to forecast development time lines. The article image for “Scheduling Video Games Scientifically! – Game Planning With Science! Part 7” is from GraphicStock. Used under license. Previously on “Game Planning With Science!”: Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 By Reading This Post, You’ll Learn: Step-by-step plans for using your data to forecast both asset and feature development over time How to quantify those estimates in terms of expected values and confidence intervals What to do if you lack data and need to make assumptions to … Continue reading Scheduling Video Games Scientifically! – Game Planning With Science! Part 7
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