This is a reference framework for Project’s Roadmap. This roadmap defines the vision, production phases, design focus, team plan, and KPIs for your game project. Best used as a Notion page, Confluence doc, or internal Google Doc.
☑️ Overview
Field | Value |
Game Title | |
Genre / Subgenre | |
Platform(s) | |
Target Audience | |
Core Experience | 2–3 emotional goals or player fantasies |
1️⃣ Vision & Design Pillars
- High-Level Pitch
- Design Pillars
- "Tactical depth > reaction time"
- "Narrative through play, not cutscenes"
- "One system = one emotion"
e.g., "A strategy survival game about balancing nature and growth on a dying planet."
2️⃣ Project Structure & Phases
Phase | Duration | Deliverables | Design Focus | Common Pitfalls |
Pre-Production | 6–8 weeks | Concept doc, pitch deck, loop prototype | Experience, pillars, genre fit | Over-design, ignoring player motivations |
Vertical Slice | 6–10 weeks | Playable build, polished core loop | Feel, controls, feedback | Over-polishing visuals, under-testing logic |
Production | 4–6 months | All content, levels, systems | Balance, UX, system integration | Late feature creep, unclear ownership |
Alpha | 3–5 weeks | All systems functional, temp assets OK | System interop, fail loops | UX loss due to clutter, fatigue in tuning |
Beta | 3–5 weeks | Polish, telemetry, bugfixes | QA, KPIs, monetization tuning | Rushing polish without data |
Launch | — | Final build + marketing/live prep | Retention mechanics, onboarding | Poor FTUE funnel = retention drop-off |
LiveOps (Post) | ongoing | Events, patches, new content | Data-informed balance & pacing | Unscalable event cycle, update debt |
📍Create a visual Gantt chart here with phase-color coding (e.g., Pre-prod = gray, Production = blue, Live = green).
3️⃣ Content Plan
Content Area | Plan Description |
World / Levels | Number of zones, content density |
Narrative Arcs | Act structure, story checkpoints |
Characters | Visuals, roles, voice/cost notes |
UI / UX Flows | Onboarding, shop, menus, map layers |
Asset Scope | Target per month or milestone |
4️⃣ Metrics & Validation
4.1 Success Metrics per Phase
Phase | KPI Example | Target |
Pre-Prod | FTUE retention | 50%+ past day 0 |
Alpha | Avg. time to level-up | ≤15 min |
Beta | ARPDAU / ARPPU | $0.05 / $3.00 |
LiveOps | Event completion | 65%+ |
4.2 Playtest Strategy
- Internal sandbox (2x weekly)
- External cohort test (10–30 users)
- UX observation via video + analytics
- Decision point tracking (funnels, drop-offs)
Example
A simple FTUE funnel diagram:
Install → Tutorial → First reward → Menu open → Monetization surfacing
5️⃣ Team & Responsibilities
Role | Phase Involvement |
Creative Director | Vision, consistency, reviews |
Game Designer | Mechanics, economy, balance |
Narrative Designer | Arcs, worldbuilding, quest structure |
UX/UI Designer | Interface, feel, onboarding |
Technical Lead | Tools, architecture, deployment |
Producer | Timeline, sync, delivery |
Example
Capacity planning:
Pre-Production: 1 designer + 1 concept artist + part-time writerProduction: 3 designers, 2 devs, full art team + PM
6️⃣ Milestone Timeline (Text/Gantt Hybrid)
Month | Key Tasks |
Month 1–2 | Vision lock, pitch prep, prototype core loop |
Month 3–5 | Early builds, testing, first content zones |
Month 6–8 | Full production, balance tuning, art pass |
Month 9–10 | Alpha, UX test, narrative finalization |
Month 11–12 | Beta, bugfix, polish, marketing onboarding |
📎 Attachments
- Core Loop Flowchart
- World Map draft
- XP/Gold Progression Sheet
- UI Wireframes
- Gantt diagram (editable)
- Test Scripts / Session Templates
- KPI Dashboard Link
- Style Guide / Toneboards