Let's talk about scope!
This session gives indie developers the frameworks, vocabulary, and practical tools to stop scope from growing and start moving toward launch. In this workshop, you'll learn why scope creep is a psychological trap as much as a planning failure, how to evaluate every feature idea before it earns a place in your game, when and how to formally lock your scope, and how to build the daily habits that keep your project on track.
Five structured exercises are built into the session, and the workshop concludes with a capstone assignment that produces a complete Scope Discipline Plan. The plan includes a prioritized feature list, a Feature Lock Date, and a written Out-of-Scope Statement for your specific game.
Your Instructor
Esmeralda Hoffman
Esmeralda likes to connect the dots and most importantly people. She has worked on various Indie and AAA titles across all major platforms in both development and publishing environments. She’s always keen to help developers find their way in the industry.
Lead Producer
The Powell Group
IndieGameBusiness®
Key Learning Objectives
Participants will be able to:
Understand what scope creep is and why it commonly undermines indie game projects.
Learn a practical framework for evaluating and prioritizing feature ideas.
Develop a clear strategy for when and how to lock a project’s feature list.
Identify hidden design and production risks within your current game concept.
Apply concepts through a hands-on scoping assignment tailored to your own game idea.