Milestones aren't just a reporting tool for the publisher or a pressure tool.
They're points of record for the project's actual progress.
A milestone is the answer to the question "what the project has on hand at a specific point," not "what is planned someday."
Why milestones are important:
1) To separate progress from activity; you can be constantly busy without moving the project forward.
2) Milestones show the finished result of a particular aspect, not the process of its creation.
3) This is necessary to reduce uncertainty.
They allow:
1) To realistically assess the project's stage;
2) To understand where the project really stands at the current moment;
3) To simplify communication between the publisher.
Milestones create a common language between the developer, the publisher, and any external participants.
What should milestones be?
A good milestone:
- specific — you can demonstrate the result;
- verifiable — it's clear whether it's been achieved;
- limited in scope — not "the whole game," but a clear cut;
- proportionate to the team — overestimating your own abilities.
A bad milestone:
- "refining the mechanics";
- "improving the visuals";
- "making the game better."
Typical mistakes:
1) Setting milestones as deadlines, not as outcomes.
2) Making them too large and abstract.
3) Using milestones as a pressure tool, not a benchmark.
4) Ignoring a failed milestone instead of analyzing the causes.
A failed milestone is a signal, not a disaster.
How a publisher views milestones.
For a publisher, milestones are:
- a way to understand the viability of a project;
- a decision-making tool;
- a foundation for trust.
Important:
A publisher isn't interested in perfection. They're interested in the team's dynamics and ability to complete milestones.
Key:
Milestones are not for control, but for clarity.
A project without milestones is a project without support, which risks being destroyed even if everything seems clear during the process and functional on paper.
Better to honestly fail a milestone followed by revisions than to pretend to be making constant progress.










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