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Product Management Timeline
This section outlines our projected timeline and labor division.
##Labor And Team
Johnny:
- development management, primarily focused on backend development
- 19 weeks/25-30 hours per week/ 570 hours total
Erica:
- primary focus will be front-end development and QA
- 10 weeks/10-15 hours per week/150 hours total
Matt:
- design and animation coding. QA
- 18 weeks/7 hours per week/126 hours total
Jordan:
- Product Management + runway dev., creative production lead (UX, content, user testing, outreach, etc.)
- 19 weeks/15-20 hours per week/380 hours total
Aidan:
- Branding and graphic design for digital platform. All web/vector graphic based.
- 6 weeks/15-20 hours per week/120 hours total
Sam:
- Lead game design(paper prototyping, game balancing, design documentation), creative copy and writing
- 9 weeks/12 hours per week/108 hours total
Paul:
- Principal investigator, content and research lead, product promotion and growth.
Product Design, Prototyping, Playtesting, Iteration
9 weeks (Jan 13 - March 14)
At this milestone we will go from inception to completed design doc and concrete product ideation. All game ideas will have been tested with primary audience, tweaked, and verified in order to emerge with a concrete plan for implementation. Product scope and pitch complete, ready for design + dev.
(Jordan 25hr/wk, Sam 12hr/wk)
Application Architecture finalizing tech stack, team workflow, basic prototyping)
2 weeks (Feb 29 - March 14)
This milestone would provide a concrete product management structure, clear goals going into development, and the final tech stack ready for game development.
(Jordan 25hr/wk, Johnny 30hr/wk, assistants 80% usage)
Build-out for Alpha version of HTYI and Structural Codebase for Application
10 weeks (March 14 - May 18)
At this milestone, Hashtag You're It! will be entirely designed, animated, and completely playable. This will give us a very clear vertical slice of what a game will feel like, as well as build a solid codebase which other games will utilize. All three games will have wireframes and visual designs.
(Jordan 15-20hr/wk, Johnny 30hr/wk, Aidan 15-20hr/wk, Matt 12hr/wk)
Build-out for Open Beta version of HTYI
4 weeks (May 23 - June 22)
The application landing site and HTYI will be front/back-end complete with final testable content ready for open beta. This entails rigorous QA and sign off by PI/PM before entering Beta. All mockups, design, animation, and initial gameplay content for all three games will be complete and ready for development integration. (Jordan 10-15hr/wk, Johnny 20-30hr/wk, Aidan 10-15hr/wk, Erica 20hr/wk)
Open Beta Period for HTYI
4 weeks (June 24 - July 22)
We will open up access to the production server of HTYI on the official landing page for pubic play. We expect engagement from folks we specifically target through our mailing list, but it will be open to play from anyone. This will allow us to test with a public audience and gain critical feedback on the game, as well as build interest and potential press.
(Jordan 20hr/wk)
Build-out for Alpha version of WikiGeeks
2 weeks (June 27 - July 8)
At this milestone, WikiGeeks will be entirely designed, animated, and completely playable with close to final content. This will give us a very clear vertical slice of what WikiGeeks will feel like. This shorter development timeline is possible due to design and codebase already created before this milestone begins.
(Jordan 15-20hr/wk, Johnny 30hr/wk, Erica 15hr/wk, Aidan 15-20hr/wk, Matt 12hr/wk)
Build-out for Open Beta version of WikiGeeks
2 weeks (July 11 - July 22)
At this milestone, WikiGeeks will be front and back-end complete and ready for open beta. This entails rigorous QA and sign off by PI before entering Beta. (Jordan 10-15hr/wk, Johnny 20-30hr/wk, Erica 15hr/wk, Aidan 3-5hr/wk)
Open Beta period for WikiGeeks
4 weeks (July 22 - August 19)
We will open up access to the production server of WikiGeeks on the official landing page for pubic play. We expect engagement from folks we specifically target through our mailing list, but it will be open to play from anyone. This will allow us to test with a public audience and gain critical feedback on the game, as well as build interest and potential press.
(Jordan 20hr/wk)
Build-out for Alpha Version of WWDMM (part 1)
1 week (August 15 - August 19)
At this milestone, WWDMM will be entirely designed, animated, and completely playable with close to final content. This will give us a very clear vertical slice of what WWDMM will feel like. This shorter development timeline is possible due to design and basic codebase already created before this milestone begins.
(Jordan 15-20hr/wk, Johnny 30hr/wk, Aidan 3-5hr/wk, Matt 12hr/wk)
JOHNNY ON VACATION IN IRELAND / JORDAN ON VACATION IN SOMEWHERE
Build-out for Alpha Version of WWDMM (part 2)
1 week (August 29 - September 2)
At this milestone, WWDMM will be entirely designed, animated, and completely playable with close to final content. This will give us a very clear vertical slice of what WWDMM will feel like. This shorter development timeline is possible due to design and basic codebase already created before this milestone begins.
(Jordan 15-20hr/wk, Johnny 30hr/wk, Aidan 3-5hr/wk, Matt 12hr/wk)
Build-out for Open Beta Version of WWDMM
2 weeks (September 5 - September 16)
At this milestone, WWDMM will be front and back-end complete and ready for open beta. This entails rigorous QA and sign off by PI/PM before entering Beta. Due to all three games completing Beta, we reach MVP Alpha. (Jordan 10-15hr/wk, Johnny 20-30hr/wk, Aidan 10-15hr/wk, Erica 20hr/wk)
Open Beta period for MVP Application
5 weeks (September 19 - October 24)
We will open up access to the production server of WWDMM + HTYI + WikiGeeks on the official landing page for pubic play. We expect engagement from folks we specifically target through our mailing list, but it will be open to play from anyone. This will allow us to test with a public audience and gain critical feedback on the game, as well as build interest and potential press.
(Jordan 20hr/wk)
Prepare for Final MVP application
5 weeks (September 19 - October 24)
We will take these final weeks to respond to prioritized issues, features, and elements that will help the MVP reach release. The MVP might not have all finished features, but is public facing and solidly available for all to play live and openly anytime. This includes game balancing, further polish, server soak test and production configuration, final QA.
(Jordan 20-25hr/wk, Johnny 20-25hr/wk, Erica 10-15hr/wk, Aidan 10-15hr/wk)
Official 1.0 launch of Emerging Citizens MVP
1 Week (October 24 - 28)
Official 1.0 Launch will shoot for October 31 as a major release (with dev. wrapping on Friday October 28), but any additional time for polish and feature implementation would be great :)
*Frontend "data stories" visualizer will not be accessible to the public, though we will have the ability to capture and record all game content created in the game on the backend with the ability to output said data into a csv for use in other data visualization programs for our own reporting purposes. This is only for internal use.