Author: Justin Dagna (---.cablespeed.com)
Date: 12-07-2003 13:46
I can understand your woes with production schedules all too well, so I thought I'd throw in my little rule of thumb for figuring out release dates.
Start by figuring out much time you think it'll take. This is basically the same estimate you made when forgot about all the real-life intrusions that might happen, but aren't expected. Take this number and double it to account for mothers in laws and everything else.
Now, if you're working with just yourself, you might be able to stick tothis. If there are any other people involved, you have to think about reliability. Ask yourself: "If I asked all of these people to meet me for lunch, how many would either not show or cancel at the last minute?" Add this percentage to the total time. For example, if you think 2 out of 10 people might not show, you add 20%. I ALWAYS add at least 20% here, even when it's just me (because there are also computers, print shops and shippers ready, willing and able to screw things up at the last minute). Many artists and playtesters justify adding an extra 50% or more.
So the end result is that a project I expect to take a month is probably going to be closer to two and a half months. I always think I'm going to have a week to sit around and do nothing because I'm sure I gave myself too much time... and yet I'm always working 24 hours a day the last two days just to make it happen at the 2.5 month mark.
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