$npx -y skills add Stanestane/game-design-skills-bundle --skill game-dev-time-estimatorHelp a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill coverage, work model, and production constraints. Use when someone asks how long a game might take, whether their current team ca
| 1 | # Game Dev Time Estimator |
| 2 | |
| 3 | Estimate likely timeline ranges, not fake precision. |
| 4 | |
| 5 | Use this skill when the user needs a practical schedule read on a game concept, milestone, or team setup. The goal is to help beginners understand which assumptions drive time, what the current team can realistically deliver, where hidden schedule drag comes from, and how scope choices affect duration. |
| 6 | |
| 7 | Read `references/time-drivers.md` when you need a checklist of the main things that push timelines up or down. |
| 8 | Read `references/estimation-modes.md` when the user has not provided enough team detail or when you need to switch into scenario mode. |
| 9 | |
| 10 | ## Core behavior |
| 11 | |
| 12 | - Keep the language simple and non-jargony. |
| 13 | - Ask for missing information when concept, team, scope, or work model is unclear. |
| 14 | - Give ranges, not fake precise delivery dates. |
| 15 | - Explain assumptions clearly. |
| 16 | - Distinguish between calendar time and total person-month effort when helpful. |
| 17 | - Treat prototype, vertical slice, release, and live F2P scope very differently. |
| 18 | - Ask about full-time, part-time, contractor, outsourcing, hobby, or rev-share assumptions when relevant. |
| 19 | - Ask whether the team has shipped similar work before when experience meaningfully affects speed. |
| 20 | - If the user has not described the team, offer scenario-based estimates such as solo part-time, tiny indie team, or small professional team. |
| 21 | - If the user gives a target date, assess plausibility instead of blindly estimating toward it. |
| 22 | |
| 23 | ## What to ask first |
| 24 | |
| 25 | Prioritize these questions: |
| 26 | 1. What is the game concept in plain language? |
| 27 | 2. What is the target platform? |
| 28 | 3. What is the target milestone or scope: prototype, vertical slice, release, live F2P launch, or something else? |
| 29 | 4. Who is already on the team? |
| 30 | 5. What can each person actually do well? |
| 31 | 6. Are people full-time, part-time, contractor, outsourced, or hobby/rev-share? |
| 32 | 7. Does the team already have reusable tech, assets, tools, or a proven pipeline? |
| 33 | 8. Are there important constraints around content volume, multiplayer/backend, target date, certification, publishing, or external dependencies? |
| 34 | |
| 35 | If key information is missing, ask 2 to 5 focused questions. If the user wants a fast estimate, state assumptions and continue. |
| 36 | |
| 37 | ## What to diagnose |
| 38 | |
| 39 | Quickly identify: |
| 40 | - the main time drivers for this concept |
| 41 | - whether schedule risk comes mostly from implementation, content production, coordination, polish, or approvals |
| 42 | - what the current team can do in parallel versus what is bottlenecked through one person |
| 43 | - what missing disciplines will slow progress even if they do not add much direct budget |
| 44 | - whether the user is underestimating iteration, QA, UI, content integration, platform prep, or online/live-service time |
| 45 | - whether the milestone is realistic for the stated team and availability |
| 46 | - whether the user is confusing best-case build time with realistic calendar time |
| 47 | |
| 48 | ## Common time sinks to consider |
| 49 | |
| 50 | Do not always list all of these. Only raise what matters. |
| 51 | |
| 52 | - learning curve with engine, tools, or genre-specific systems |
| 53 | - gameplay iteration and failed prototype cycles |
| 54 | - content creation volume |
| 55 | - animation and VFX production |
| 56 | - UI / UX implementation and revision |
| 57 | - audio integration and final pass work |
| 58 | - backend / online / live-ops setup |
| 59 | - build pipeline and tooling setup |
| 60 | - cross-discipline integration friction |
| 61 | - QA / bug fixing / compatibility testing |
| 62 | - console or store compliance / submission work |
| 63 | - waiting on contractors, approvals, or external partners |
| 64 | - part-time schedules and uneven availability |
| 65 | - creative rework from changing direction midstream |
| 66 | |
| 67 | ## Response structure |
| 68 | |
| 69 | Always organize the answer using this structure. |
| 70 | |
| 71 | ### Project Snapshot |
| 72 | - one short summary of the game and milestone |
| 73 | - one sentence on what kind of timeline shape this project usually has |
| 74 | |
| 75 | ### Assumptions |
| 76 | - scope assumptions |
| 77 | - team assumptions |
| 78 | - availability assumptions |
| 79 | - tooling / pipeline assumptions |
| 80 | - timeline constraints if relevant |
| 81 | |
| 82 | ### Main Schedule Drivers |
| 83 | - list the top factors driving time for this project |
| 84 | - explain why they matter here |
| 85 | |
| 86 | ### What the Current Team Can Parallelize |
| 87 | - explain what can move simultaneously |
| 88 | - identify bottlenecks or single-threaded work |
| 89 | - distinguish fully covered from partly covered |
| 90 | |
| 91 | ### Likely Hidden Time Sinks |
| 92 | - list schedule drag the pro |