Who isn’t excited at the thought of project management? All those budgets, project plans, tasks and milestones - it’s clearly the most glamorous part of the whole game development process.
When you’re on a small team it’s easy to let things slide a bit, even if you know intellectually what you’re “supposed” to do. No-one wants to have lots of process for process’ sake, and the project management needed for a team of 100 full time staff is clearly overly engineered and impractical for a couple of staff and a few freelancers.
But too little project management can be just as damaging, leading to overspending or having to cut back on features because of poor planning.
This year I’ve been project managing a couple of games back-to-back with around 10-20 people involved (mostly freelancers) and have been thinking a lot about the tips and tools that have made life easier, as well as some of what I’d do differently next time. This list is what’s stuck near the front of my brain, and I’m really interested to know what’s stuck at the front of yours.
Click here to view the list »