Kill The Ticket · a milestone without estimates

Get it in, then get it good.

The same four people and the same three weeks, building Space Invaders for a publisher showcase on Friday 25 September. On the left, what happened in our test, one ticket at a time. On the right, the same work done bronze first: the whole game playable early, then upgraded.

Ticket by ticket

What happened in our three-week test. Each feature built to "done", one after another.

Bronze first

The same people and effort, planned the other way. Everything in at bronze, then upgraded where players look.

Not in the game Being built, not playable yet Bronze: works, placeholder Silver: as designed Gold: showcase quality Cut

The three weeks at a glance

Every feature, every working day. Ticket by ticket, the game is never playable from start to finish within the three weeks. Bronze first, the whole game is playable by the fourth day, and the rest of the time goes into making it better.

Ticket by ticket

Bronze first

The board becomes the build

No To do, In progress and Done. Each part of the game sits in one of four states, checked every night by playing the build against the design. Medals are the studio's words; the outside world hears the plain ones.

Missing

Outside: not yet in

Not in the build.

Bronze

Outside: playable

Works end to end with placeholder art, sound and feel.

Silver

Outside: as designed

Does what the design says, at the quality it describes.

Gold

Outside: showcase quality

What you'd put in the trailer.

How we say it

Get it in, then get it goodThe build is the boardEvery milestone made. You choose how good.
The team

Bronze isn't failure, it's step one. Being behind means more bronze, never crunch.

Producers

The question stops being "will we finish?" and becomes "how good will it be?", answered every night from the build itself.

Publishers and backers

You always get a playable build on the date. What we report is how much of it is at final quality.

Founders and investors

A missed milestone stops being a risk you discover late. It becomes a quality level you choose early.

Where the numbers come from. The left side is the record from our three-week test: an invented four-person team (code, art, design and a remote sound designer) whose real start and finish dates for 26 tasks were mapped onto 15 features of the game. On the showcase day, win and lose conditions had never been started and high-score saving had been cut, so the game could be played but not won or lost.

The right side is an illustrative plan, not a measured result. It assumes the same total effort, with a bronze version costing about a third of a finished one and gold about half as much again as silver. Spending effort on bronze everywhere first means fewer features reach "as designed" (10 at silver or better, against 12 finished on the left), in exchange for a complete, playable game from day 4 and nothing missing on the showcase day.