Video summary
How I Manage Projects End To End (1 Hour Masterclass)
Main summary
Key takeaways
End-to-end project management “formula” (as presented)
Core premise: you start with low-resolution understanding
- In early stages, you don’t actually know what you’re building or what the market will pay for.
- Your understanding begins low-resolution and improves only through action.
Replace Waterfall and “known backlog” Agile
- Waterfall assumes the map/spec is already known.
- Agile assumes the backlog is roughly known per sprint.
- In fast-changing markets (e.g., AI and distribution), both are described as increasingly unrealistic.
Playbook: resolution model
- Start with a low-resolution plan and a minimal team.
- Use experiments (“action produces information”) to increase resolution over time.
- Build the org chart shape gradually; then scale.
Frameworks / playbooks explicitly referenced or implied
Low-resolution → high-resolution progression
- “Resolution increases over time as you do more.”
Team + org-graph “shape”
- Don’t scale by adding roles immediately.
- Instead, you redraw the org graph as learning occurs.
Department-first decomposition
- Break the project into departments (problems) first.
- Then derive roles (learned solutions).
Sure-shot vs R&D labeling
- Sure-shot: you know the technique; can scale by hiring more.
- R&D: you don’t know the method; requires founder attention + experiments.
Vertical slicing + Alpha/Beta/Gold
- Build small playable slices repeatedly to learn and raise resolution.
- Alpha: experimentation/learning
- Beta: near-final shape + real feedback
- Gold: bug-free playable target
Alpha → Alpha iterations
- Multiple alphas as the same slice, with increasing team depth/resolution.
Capacity math + buffer
- Use observed throughput from slices to estimate what’s needed for a full product.
- Include buffer.
Technology investment decision rule
- Invest in tech after you’ve done the “math”:
- cost per output
- time saved
- break-even hires
Feedback gating + conversion targets
- Continue/stop based on willingness-to-pay or proxies (e.g., wishlists).
Concrete process (step-by-step)
-
Timebox learning goals
- Example target: for the Unleash the Avatar (UTA) core team, determine whether to continue/stop within ~3 months after forming the core team.
-
Define “three outcomes” from experiments
- Continue (great feedback)
- Continue but need more data (unclear)
- Stop (waste of time; no interest/paying demand)
-
Build a low-resolution “minimum viable team”
- One-person-per-function across key departments (example given):
- code, animation, cinematics, character art, levels, game design, VFX+sound
- One-person-per-function across key departments (example given):
-
Label work as Sure-shot vs R&D
- Ensure many departments are sure-shot (scale-ready).
- Keep R&D limited.
-
Iterate via vertical slices across stages
- Alpha: experimenting/learning (can have multiple alpha iterations)
- Beta: shape nearly found; collect real feedback
- Gold: bug-free playable target
-
Redraw org chart shape before scaling
- Don’t scale a “graph” early.
- First find the shape via alphas/outsourcing/contractors before committing.
-
Use outsourcing/contractors temporarily to accelerate shape
- Outsource specific R&D-adjacent or short-duration tasks to avoid hiring too early.
Key metrics / KPIs / targets mentioned (business execution)
Product-market validation / demand proxies
- Goal for liking: at least 50% of people like it (explicit acceptance threshold).
- Targeted beta conversion: 5–6% conversion after beta play (proxy question: “Would you buy the game?”).
- Steam proxy metric: wishlists
- Rule of thumb: 20–30% of wishlisters eventually buy.
- TAM framing:
- Track Total Addressable Market progress between funding stages (guesswork reduction via trials).
Operational / planning metrics
- Buffer: ~30% buffer added to capacity estimates.
- Photogrammetry R&D example throughput
- One scan effort: ~10 days with a dedicated team and rental cameras.
- Earlier stages: phone/mobile scans → local street scans → film-town scans (increasing realism).
Tech investment math (example numbers)
- Animation tech break-even logic
- Hypothetical keyframing case: ~40 animators for a full game under a “12 months” schedule.
- Hypothetical cost: 10 lakhs per animator per year → ~4 crores/year for full keyframing.
- Motion capture tech alternative
- ~7 animators + motion capture equipment cost ~50 lakhs
- Investment breaks even if savings cover ~5 hires (their break-even assumption).
Concrete examples / case studies (UTA)
1) Vertical slice learning via trailers
- UTA released three trailers.
- Learning progression (implied):
- Trailer 1: “cool start” but not “a great game”
- Trailer 2: improved; major feedback still on combat
- Trailer 3: larger playtest + more targeted combat feedback
- Team then created roles for “meta game” balancing (e.g., skill/stat tuning)
2) Photogrammetry R&D as a department case study (Levels)
- Levels department included:
- level design, level art, lighting art, photogrammetry
- Photogrammetry R&D escalation path:
- Mobile-phone scans
- Consumer apps → nice but not game-final-quality assets.
- DSLR scans
- Example: local Mumbai area/slum
- Got ~60–70% of needed assets, but failed as “slum assets” for final game direction.
- Chanderei (film town) scans
- Hired a line producer
- Sent ~9 people (about a 10-person effort)
- Took about ~10 days
- Managed logistics: lodging, hotel costs, camera rentals
- Shooting constraint: shoot between ~6–8 AM and 4–6 PM (light quality) + manual “delight it later” cleanup
- Risk event: a drone got damaged mid-process; required shipping a replacement drone
- Mobile-phone scans
- Decision pattern:
- Keep photogrammetry as R&D until proven.
- Label other level work as sure-shot.
3) AI use boundaries (workflow vs audience-facing)
- Their stance:
- Do not generate audience-facing creative assets (dialogue/images/skill tree) via AI—these must be human-made.
- Use AI for Lightning Way internal workflow tooling/communication/shared-state.
- Not for “playing as an AI-generated product.”
4) Internal alignment tooling (custom CRM-style tracker)
- They built a visual skill tree / viewer tool with:
- skill details and skill extensions
- status tracking for workflow steps (e.g., concept clarity, motion capture, animation cleanup, code, VFX, sound, “full pass”)
- Purpose:
- prevent misalignment as org density increases.
Actionable recommendations (extracted behaviors)
- Use a “3-month decision clock” after building a core team to decide continue/stop/pivot via experiments.
- Build low-res slices, not full systems—let action generate information.
- Separate departments (problems) from roles (solutions) to avoid copying other companies’ org structures.
- Cap innovation scope:
- only innovate in 1–2 segments
- everything else should be sure-shot or backlog-managed.
- Run R&D as fast trial loops to compress months of uncertainty into days via better iteration tools.
- Use capacity math + buffer (~30%) to forecast hires and schedule:
- measure throughput from a playable slice
- scale estimate + buffer.
- Invest in technology only after cost math + break-even reasoning, not before.
- Don’t scale the org graph prematurely:
- scaling too early after raising money can force painful re-orgs and repeated “re-redraws” (including layoffs).
- After “shape found” (post Series B):
- either start a new product or improve conversion,
- but avoid constantly adding features/roles that create “junk.”
Funding / scaling guidance (high level, execution-focused)
- Bootstrap / publishers may apply for strict distribution requirements (e.g., publishing in China).
- Funding stages map to certainty about “shape”:
- Seed: freedom to pivot 3–4 times to find the right resolution/shape
- Series A: shape is known; scale “some of it” + invest in tech where it matters
- Series B: shape is known; push TAM edges strategically
- Warning:
- If you commit to the final org shape too early, then redraw after raising money, you’ll face emotional/contract commitments and likely layoffs.
Presenters / sources
- Presenter/source: the video speaker (no name provided in subtitles).
- Referenced external sources/entities:
- Ubisoft
- indie studios
- “Paul Graham”
- Path of Exile 2 (mentor reference)
- Rockstar (talent reference)
- Ghost of Tsushima (talent reference)
- Codeex (talent sourcing example)
- Steam (wishlists metric)
- Billybilly World (playtest mention)
- RealityScan (photogrammetry software)
- Co-founders/partners not specified
- Rocket Internet (mentioned as a playbook cloner example)
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