A postmortem on a 3D action game prototype, covering design goals, technical challenges, scope management, and key lessons learned from pausing the project.
For years, I've been passionate about game development. In mid-2021, I embarked on a project to bring a long-held concept to life: a fast-paced, 3D action game inspired by the fluid, powerful movement seen in anime. The core design pillars were Speed and a One-Versus-Many combat dynamic. The goal was to create an experience where player skill, expressed through graceful movement and tactical combat, could overcome overwhelming odds.
This document serves as a postmortem of that prototype, detailing its development, the challenges faced, and the critical lessons learned about scope, solo development, and project management.
The initial focus was on nailing the "feel" of the game. Working in Unity with C#, I prioritized the player controller and camera systems.
Key Features Developed:
Early prototype showcasing movement, combat, and the wave system.
By the eighth build, the project had all the necessary systems for a complete game loop: a main menu, health/lose conditions, and a win condition (clearing all enemy waves). The core mechanics felt promising, but the path forward revealed significant challenges.
As the prototype evolved, so did the list of requirements for a minimum viable product:
It became clear that the project's scope was far too ambitious for a solo developer working part-time. Each requirement represented a massive undertaking.
Later UI and system refinements, including Test-Driven Development practices.
The realization of the project's true scale led to a difficult but necessary decision: to pause development. This pivot was not a failure, but a strategic choice based on several key learnings.
My passion for the project led me to continuously add features, a classic case of "scope creep." While features like leaderboards and complex enemy AI were exciting, they weren't essential for validating the core concept. Takeaway: A solo developer must be ruthless in prioritizing the absolute minimum required to create a fun experience.
In an attempt to force a smaller scope, I challenged myself to build a complete multiplayer maze-racing app in just 12 days. I completed the core single-player mechanic quickly but then fell into the same trap, designing complex multiplayer features like rankings, skins, and stores. This experiment reinforced the primary lesson: the discipline to ship a small, polished product is a skill in itself. Takeaway: The experience gained from completing and shipping a small project far outweighs that from an ambitious, unfinished prototype.
My initial designs were influenced by monetization and user retention strategies. I realized this was distracting me from the core goal: making a game that was simply fun to play. Takeaway: For personal projects, focusing on the intrinsic enjoyment of the creative process leads to better outcomes than prematurely optimizing for commercial success.
Pausing "Project: Anime Motion" was the right decision. The prototype successfully validated the core mechanics and provided an invaluable, hands-on education in the realities of solo game development. The primary lesson was in understanding the critical importance of managing scope.
The experience has shifted my focus towards creating smaller, more polished games that I can complete and release. The skills honed in C#, Unity, AI programming, and system design during this project are directly applicable to future endeavors, but they will now be applied to projects with a much clearer and more realistic scope.