How to Avoid SCOPE CREEP and SHIP Your Game @LudonautZero
How to Avoid SCOPE CREEP and SHIP Your Game  @LudonautZero
Uploaded September 2026 | Updated September 2026, 3 hours ago
Scope creep is the major enemy of indie game developers, this is because we usually lack project management skills.

In this video, I explain the basics of project management so you can scope and budget your game, and get into the loop for professional game development.

Plan a realistic budget by building a prototype that measures how much playtime a given amount of work produces, then extrapolate against market benchmarks to set a target playtime and price.

Entertainment games sell quality spare time. Players care first about how long they will play and what the core loop offers. Reuse systems, estimate content needs from the prototype, and lock the scope so you can actually ship and get paid.

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Chapters:

00:00 - I. When to Stop Developing
00:52 - II. Budgeting and Shipping Process
02:16 - III. What Entertainment Games Sell
03:40 - IV. Flow State and Playtime
05:36 - V. Core KPI is Playtime
06:58 - VI. Replayability and Infinite Content
08:51 - VII. Using Market Benchmarks
09:50 - VIII. Prototype for Cost Metrics
11:45 - IX. Extrapolating Development Time
13:10 - X. Building the Project Budget
14:35 - XI. Listing Required Content
16:23 - XII. Avoiding Scope Creep
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How to Avoid SCOPE CREEP and SHIP Your Game

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