Recently I was given a modified production test schedule by a friend to practice my scheduling. I went through it and thought it would make a great opportunity to walk through it and show my results from it in the hopes someone else can learn from my experiences.
Before going through this, you can download my end result in excel, as well as take a look at the actual document containing the requirements.
The Goal –
You’re given 26 employees and 1 contractor to create 24 in-game characters (12 major, 12 minor) and 24 in-game cutscenes for those characters (2 min per major character, 1 min per minor character). The assignment comes with a few conditions regarding your employees, usually personal life issues that result in delayed production. Given the start date of Monday, January 2013 and a burn rate of $10,000 per man month, the goal is to schedule all of these assets with target length of three months and a budget of $750,000.
Employee Count:
- 1 Writer/director contractor who bills at $500 days
- 3 Sound designers
- 5 Concept artists
- 4 High-poly modelers
- 4 Low-poly modelers
- 1 VFX artist
- 9 Animators
Each of the tasks have inter-related dependencies, and specified durations, that may cause conflicts as you progressively get further into the schedule. Detailed descriptions of these tasks can be found in the original document above, and the assumptions I took while going through this are described further in this document.
Quick Results
I was able to effectively take into account all issues while getting the schedule completed by April 3, 2013 (four days before the deadline) with more than $250,000 remaining in the budget. However this kind of schedule is fairly unrealistic due to its strict waterfall methodology, so be warned that this is simply stepping through the work tasks as quickly as possible and avoiding any kind of agile methods.
To see how I managed this, the process I took, and some more in depth analysis on my result, click below to read more.





