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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsUnderstanding vertical slicing (feature based iterations)
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Author Topic: Understanding vertical slicing (feature based iterations)  (Read 1284 times)
lunarkingdom
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« on: May 14, 2016, 02:18:10 AM »

Hi there, I'm Chris Estevez, the dev behind HacknPlan.

I wrote an article about a topic that I believe is very interesting but often misunderstood, which is iterative development and the so called "vertical slicing". Basically, this is an approach to development based on short iterations where a small feature of the game is built with "shippable" quality, in order to get the 'look and feel' of the game early and ensure the core of the game is in place, tested and almost ready, reducing risks of losing work afterwards due to changes in the scope, schedule or budget. Hope you find it interesting.

hacknplan.com/understanding-vertical-slicing
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Working on HacknPlan, the planning tool for indie game developers.
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