Planning Makes Perfect

Over the past three years, we’ve been slowly refining how we approach the planning phase. When we began making games, we would simply start working on an idea—no prototypes, menu flow charts, or to do lists. Although it was exciting to jump head first into projects like this, it caused more trouble than the initial thrill was worth.

Seemingly small issues— oversights that are easily avoided with careful planning— would pile up. Before we’d get halfway through an app, these tiny problems would become major obstacles, creating complications in other areas of the project.

Soon, we’d be spending more time putting out fires and fixing newly created bugs than making actual progress. This was immensely damaging to our morale. To feel satisfied and energized by a project, it’s important to consistently hit your milestones. But if you don’t set any, you have only a very vague sense that you are moving forward or anywhere at all.

A good plan lays everything out. Someone who knows nothing about your vision should be able to look over your documents, concept art, and prototypes and have a clear idea of what the final product will look like.

Everything should be written down, illustrated, or prototyped. You must capture as many details as possible—down to the menu transitions and the font of the copyright notice.

Here are the basic components of a good plan (for a mobile game at least):

If you know everything basically works from the outset and that all the details will fit together nicely in the end, you have little to worry about. You can simply put your nose to the grindstone and watch the pieces come together. Of course, you will come across some hiccups, you will overlook a handful of details, and you may want to add features mid-project. No worries. Step back, fit it into the plan, and carry on.

It’s extraordinary how easy planning makes a project. Let your brain do the heavy lifting. Grab a pencil and sketch pad, start drawing and writing, and you’ll save yourself from a lot of grief.