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by 13hours
3664 days ago
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"To avoid schedule slippage, game developers
need to spend more time to plan out all the work that
needs to be done so that no tasks are overlooked when giving
estimates. By planning out tasks, you can also estimate
each task individually, and give a more accurate prediction,
instead of an optimistic one." When things don't work out according to the schedule, there are generally two reactions : 1. We didn't estimate well enough, we need to estimate better next time. 2. Maybe this estimation thing is impossible to get right, let's not put too much trust in being able to estimate accurately, but rather find ways of working that don't require estimating all work up front. I've seen that 1 gradually becomes 2 with experience (the experience of getting the estimates wrong every time). |
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anything beyond that scale becomes the educated guessing game. no amount of analysis can flesh out every blocker that will be encountered. the deeper you go analyzing each task, the more the work just becomes doing that task.