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Cover of Game Production Patterns

Game Production Patterns

Take a game from concept to live service.

Methods for producing a game from a raw concept to a live service, for producers, leads and cross-discipline teams. The cards cover framing the project and its constraints, planning phases and milestones, setting a steady team rhythm, keeping builds playable and quality visible, protecting scope, spotting risk early, and launching and running a live game. They suit new and live projects alike.

56 cards · 7 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for High Concept
Frame

High Concept

Say what the game is in three words, then earn two sentences.

Illustration for Production Mode
Plan

Production Mode

Name the phase you are in, and play by its rules.

Illustration for Build Cadence
Build & Quality

Build Cadence

Agree how often a playable build appears, and fit it to the stability you have.

One card in full

Illustration for Risk Radar
Risk & Learning

Risk Radar

At the start, sweep seven areas for what could go wrong, and give each risk one next step.

Most project failures were visible early to someone, usually someone who was never asked. A structured sweep at the start drags those worries into the open while they are still cheap to deal with.

How to use it

  1. Book an hour with leads from every discipline. Draw seven slices: product, production, tech, content, people, dependencies and dates.
  2. Work slice by slice. Everyone writes risks as "if this, then that", one per note.
  3. Rate each high, medium or low for likelihood and impact. Don't argue decimals.
  4. Give every high risk one next step with an owner: a test, a spike, a conversation or a fallback.
  5. Move the top three to five into your Production Risk Log, and rerun the sweep at every phase change.

Example

A small indie team runs the sweep before signing with a publisher. Under dependencies they notice the console port rests on one contractor; the next step is a second quote, which they ask for that week.

Watch out

  • Risks nobody owns. A risk without a next step is a worry written down.
  • Sweeping once and filing it. The landscape changes with each phase.

The dependencies slice is sharper with a Feature Dependency Chain, and the people slice feeds your Crunch Tripwires.

Recipes

Missions

Related decks

Game Design Patterns

Find the fun and keep players playing.

55 cards

Monetisation Patterns

Earn fairly from players who love your game.

48 cards

LiveOps Patterns

Plan events that keep a live game fresh.

48 cards

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