H. Idris / Game UI/UX Designer

How long a game takes: prototype to gold

Every project I join has a date. Roughly a third of them hit it. The difference is almost never how fast the team works, it is whether the schedule was built from the phases or from the deadline backwards with hope in the gaps.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

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Game schedules have a standard shape, borrowed from decades of production practice, and the shape holds whether the team is three people or three hundred. Knowing it does not make a project faster. It makes the estimate honest, which is more useful.

The phases

PhaseEnds whenRough share
ConceptThe idea is written down and someone believes it5 percent
PrototypeThe core loop is playable and proven fun10 to 15 percent
Vertical sliceOne part of the game exists at shipping quality10 to 15 percent
ProductionAll content is built, most of it rough40 to 50 percent
AlphaFeature complete: everything is in, nothing is polishedMilestone, not a phase
BetaContent complete: everything is in and roughly finalMilestone, not a phase
Polish and fixBugs down, feel up, performance acceptable15 to 20 percent
Certification and launchSubmitted, approved, shipped4 to 8 weeks, mostly waiting

Two of those are commonly misunderstood. Alpha is feature complete, not playable-and-nice. Beta is content complete, not bug free. Teams that treat alpha as "nearly done" discover in beta that the remaining work was the majority of it.

Why elapsed time is roughly double working time

The same arithmetic that catches interface schedules catches whole projects, and for the same reasons.

  • Reviews and sign-off. Work stops while somebody decides. Two days per review round, several rounds per milestone.
  • Dependencies. The UI cannot be finished before the system it displays. The audio cannot be mixed before the levels are final.
  • Rework. Playtesting finds problems, and acting on them is the point of finding them.
  • Everything that is not the game. Meetings, hiring, admin, contracts, store paperwork, tax forms.
  • Illness, holidays and life, which will happen to somebody on a three-year project.
  • Bugs found late cost multiples of bugs found early, particularly across platforms.

How long, in practice

ProjectTypical duration
Jam gameDays to a few weeks
Small commercial indie, 2 to 4 people12 to 24 months
Premium indie, 5 to 12 people2 to 4 years
AA, 20 to 60 people3 to 5 years
Port of an existing game to a new platform3 to 9 months
Post-launch content update6 to 12 weeks per meaningful drop

The most reliable predictor within those bands is not team size, it is how much content the game needs. A twenty-hour narrative game and a two-hour roguelike with the same team size are not comparable projects.

The dates that cannot move

Most internal dates are negotiable. These are not, and they are the ones to build the plan around.

  1. Certification submission. Console platforms have queues and approval windows, and a failure means resubmitting. Build in weeks, not days, and assume one failure.
  2. Publisher or funding milestones. Money arrives against these, and slipping one has consequences beyond the schedule.
  3. Event and festival deadlines. A build for a showcase is a hard date with a fixed quality bar.
  4. Store page and pre-launch windows. Wishlists accumulate over months, so the page has to be live long before launch. See the last eight weeks.
  5. Seasonal windows. Launching next to a major release is a marketing decision with schedule consequences.

Building the schedule backwards

Forwards from today produces a date nobody believes. Backwards from the fixed date produces a plan you can cut against, which is the only useful kind.

  1. Start at the launch date and subtract the certification and submission window.
  2. Subtract the polish and fix phase, which is 15 to 20 percent of the project and is the phase most often eaten.
  3. Subtract content complete, working back through the content list.
  4. Subtract feature complete, which is when the last new system can be added. Everything after this date is finishing, not building.
  5. Whatever is left is production time. If that number is smaller than the content list requires, you have found the problem now rather than in month twenty.
  6. Then cut, on purpose, using scope control.

Where interface sits in the schedule

As the person who is usually one of the dependencies, this is the pattern that works and the one that does not.

  • Too early: before the core loop is playable, since a HUD cannot be judged without motion and the systems will change.
  • Right: once the loop is playable and the systems are roughly known, during late prototype or the vertical slice.
  • Also right: a second pass in production, once the content list is stable and the screen count is real.
  • Too late: after the systems are built and the placeholder UI has become load-bearing, which turns design into rework.
  • The detail is in how long does it take to design a game's UI, and the milestone structure that keeps it honest is in running milestones.
A schedule is not a prediction. It is a list of the things you will cut, in the order you will cut them, written before you are panicking.

Signs the schedule is already lost

  • Feature complete keeps moving, which means new systems are still arriving during finishing.
  • Nobody can name what is being cut. A plan with no cut list is a plan that will cut quality instead.
  • Polish is a week. It is 15 to 20 percent of the project.
  • The bug count is rising, not falling, within two months of a milestone.
  • Certification is not on the plan at all, which is common and expensive.
  • Marketing has no dates, which means the store page will go up too late for wishlists to accumulate.

A schedule check you can run today

  1. Write your launch date at the right of a page.
  2. Mark certification, four to eight weeks before it.
  3. Mark content complete, and polish between the two.
  4. Mark feature complete before that. Is it in the past?
  5. Count the content still to build between now and content complete.
  6. Divide by the weeks available. Is the rate plausible against the last three months?
  7. Multiply your remaining working-day estimate by two and check it still fits.
  8. List the three things you would cut first, in order.
  9. Check every external date: cert, publisher, festivals, store page.
  10. Ask whoever is most pessimistic on the team what they think. Write that number down too.
How long does it take to make a game?

A small commercial indie game typically takes 12 to 24 months, a premium indie 2 to 4 years, and an AA project 3 to 5. Content volume predicts duration better than team size does, so a long narrative game and a short roguelike with the same headcount are not comparable.

What is the difference between alpha and beta?

Alpha is feature complete: every system is in, and almost nothing is polished. Beta is content complete: everything is in and roughly final, with bugs remaining. Neither means nearly done, and treating alpha that way is one of the most common causes of a blown schedule.

Why do game schedules always slip?

Because estimates count working time and projects run on elapsed time, which includes reviews, dependencies, rework, admin and life. A doubling between the two is normal, and even teams that account for it tend to overrun by around a third. The fix is not better estimating, it is a cut list agreed in advance.

How much time should be left for polish?

Fifteen to twenty percent of the project, and it is the phase most often eaten by production overrun. A game that reaches content complete on time and then has three weeks of polish will ship feeling unfinished, because polish is where feel, performance and the last of the bugs live.

When should UI work start?

Once the core loop is playable and the systems are roughly known, which is usually late prototype or vertical slice. Earlier and the HUD cannot be judged because there is no motion; later and placeholder interface has become load-bearing, which converts design work into rework.

How long does certification take?

Plan four to eight weeks for the submission window on console, mostly waiting rather than working, and assume at least one failure and resubmission. It is the date most often missing from indie schedules, and it is the one that cannot be negotiated.

Hadjoudj Idris

Game UI/UX Designer, Remote, worldwide

Need this done properly on your game?

Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.

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Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

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