PLAYING WITH TIME
I'm a management nerd. I love posts of organization strategies - maybe I can learn something new! At least one other person who replied to this devlog feels the same way (
) so let's quickly run through it:
WHAT PLANNING TOOL AND WHY?
Google Calendar is great for task planning! I've explored other options, both paid and free, but I come back to Google Calendar for a few reasons:
- Google Calendar is free! Maybe this is an obvious point, but paid software has to offer a lot of incentives to compete. So far, nothing's seemed worth it
- Calendar is simple. I can create events, set timelines, drag and drop - all with an easy user interface
- I use Calendar for my non-work events, which makes it easy to plan things around my life
- Related to the last point, Calendar automagically pulls events from my email onto my calendar (especially useful for flights if you wander as much as I do, but also works well for things like conventions -- Steam Dev Days is added as soon as I book the ticket)
- Calendars are easy to share. Do I want my audio designer to see my writing schedule? Or maybe my girlfriend wants to know my convention schedule? Easy peasy!
- The month view clearly displays what I'm working on that month, so it's easy to spot if I'm not working on a particular part of the game for a stretch of time, and then decide if I'm okay with that. This coloured display is usually the missing element of other free planning software
HOW DO I USE IT?
Google Calendar lets you to make separate calendars with different colours. I create a new calendar for each "department" of my game. On top of my personal calendar, I have: Audio, Marketing, Programming, Visual Art, and Writing for the game. Here was my plan for July (you can see this screenshot was taken on the 1st of July):
The colour legend is on the side, so even if I forget the colours (which I do
) I can see them easily. All-day events create those colour blocks -- I use them to show what department I'm currently working in, and broadly what it is I'm doing. Check out the 8th to the 12th, and you'll see I'm spending those five days Writing -- more specifically Defining Main Characters.
Do I need even more detail? Then I create an event on the day itself that only lasts an hour. Calendar displays these events in small text on the specific day. From the 8th to the 12th, I'm using each day to define a new character (cleverly named Character 1, 2, 3, and 4).
Recurring tasks? Calendar does that too -- check out the Travel Blog Post that I write every Wednesday (from now until eternity, apparently) or my weekend meetings with Marowi.
PITFALLS OF THIS SYSTEM?
I'm mostly a solo developer, so Calendar is very easy. I can imagine Calendar working well for small teams too. But for large projects, Calendar probably gets messy. And the biggest complaint for a manager might be lack of reporting -- how did each team member do relative to their targets, are we still on track for hitting Alpha/Beta/Gold, what is each task's priority, what is each task's difficulty, what would be good to cut, etc. Most of that information isn't required for a solo project (I don't need to make reports to myself to understand what parts of the project are useful -- I know that already!
). But there is one important element that's missing even for me: estimate accuracy.
How can I know if my estimates are good? This is
extremely important to understand when my game will release, and what it will look like when it does. I don't have a fantastic solution for this problem, but I do have one that's good enough for my situation:
I take a screenshot at the start of the month with my plan, then update my calendar with how long the tasks are actually taking. At the end of the month, I compare the the original screenshot with the actual numbers. Here's the end of July, as an example:
Some of the tasks change because of updated plans (I'd originally planned to launch Steam Greenlight at the end of July, but for a variety of reasons -- none related to my estimates -- I've pushed that back until (probably) November). But the Map took much longer to implement than I had previously thought (see the last devlog to understand why
). And, more importantly for future planning, I needed to take the 8th to context-switch from art and programming back to writing, which I hadn't done in a month -- I had
bad writer's block that day. I sprinkled my remaining writing throughout the month to make sure I didn't run into that again -- which seemed to work!
WHAT ABOUT YOU?
I'm certain this isn't the best system. I can always grab pointers to improve my planning - and I love talking shop to other managers (even though I only manage myself, I still consider myself a manager
).
Care to share your own strategies? I would love to read about them!
EDIT: Even though this post is a bit long, I ran through this system pretty quickly. If you want any clarifications, please feel free to ask!