Scope, crunch and looking after the team

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Just one more feature

Hyper Shards 2 has a plan: a demo for Steam Next Fest in 10 weeks. Then the list starts growing. "Online co-op!" "A photo mode!" "A pet robot!" Each idea sounds small. The deadline stays where it is.

Scope is everything a game will contain. Scope creep is scope growing bit by bit while the time and the team stay the same. Every feature costs far more than its coding time: art, testing on every device, bug fixes, translation and patch notes, in every update, forever.

Must, should, could, not now

A planning method from 1990s software projects, called MoSCoW, sorts every feature into four groups:

The Agile Business Consortium, which looks after the method, advises keeping Musts to about 60% of the effort, so Shoulds and Coulds become the safety cushion. The not now list keeps ideas safe for version 2.1 or the next game.

Sort the list

hs2_demo_plan.txt
- Ship flies and shoots, with the new dash- Five waves and one boss- Online co-op with a friend- Saves your best score- A photo mode

The demo is due in 10 weeks. Which feature belongs on the not now list?

  1. Line 1
  2. Line 2
  3. Line 3
  4. Line 4
Show the answer

Line 3

Online co-op needs servers, every screen kept in sync, and safe chat rules: weeks of work on its own, and the demo works without it. Lines 1 and 2 are the core fun, so they are Musts.

Timeboxes and the smallest good version

A timebox fixes the time and lets the scope bend. When the time is up, we ship what is finished and polished, and the rest moves to the not now list. The deadline never stretches quietly.

We start with a minimum viable version: the smallest version that still delivers the core fun. For the demo: one ship, five waves, one boss, done well.

Estimates are usually too hopeful, so we add a buffer. Douglas Hofstadter joked that things always take longer than you expect, "even when you take into account Hofstadter's Law".

Quick check

In a timebox, the team keeps working past the end date until every planned feature is done.

Show the answer

False

A timebox keeps the date and cuts the scope. Unfinished features move to the not now list, and the team ships what is finished and polished.

What crunch is

Crunch means long stretches of overtime, late nights and weekends, to hit a deadline. Studios slide into it when the date is fixed (a festival, a sale, paid marketing) but the scope kept growing, or big problems showed up late.

It is a real, well-known industry problem. The IGDA, an association of game developers, asks about it in its Developer Satisfaction Survey. In its 2023 survey of 777 developers, 28% said their job involved crunch. In 2020, Bloomberg reported that the studio making Cyberpunk 2077 required six-day weeks before launch, after saying it would avoid crunch.

Why crunch backfires

Teammate message

Remy, #dev, 11:40 pm on a school night
Demo is due Friday. If I stay up late tonight and tomorrow, I can still squeeze in a boss rush mode!

What is the best reply?

  1. Boss rush goes on the not now list. Get some sleep, and on Friday we ship the five waves that already work well
  2. Great, stay up. Deadlines matter more than sleep
  3. Skip testing this week so there is time for boss rush
Show the answer

Boss rush goes on the not now list. Get some sleep, and on Friday we ship the five waves that already work well

Boss rush is a Could, not a Must. A tired late-night build sneaks bugs into the demo, and sleep and school come first. Cutting scope protects both the demo and Remy.

A pace we can keep

Professional teams talk about a sustainable pace: a speed the team could keep up for months, not days. Our studio is young developers working with a parent, so looking after each other is part of the job.

Burnout: spot it early

The World Health Organization describes burnout as what happens when work stress builds up and is never dealt with: feeling exhausted, feeling distant or negative about the work, and getting less done.

Watch for signs in yourself and each other: dreading a project you used to love, snapping at teammates, poor sleep, headaches, nothing feeling fun. If you notice them, stop and talk to a parent or another trusted adult. It goes both ways: parents get worn out too, from their own jobs plus the studio. A good team notices, and slows down together.

Bolt says: The best studios make many games over many years. Next: product management, deciding which work is worth doing at all.

Fact-checked 11 October 2026