Development Time

Thanks Diane.Here's how I go about estimating time to "build from storyboard."First, I read the voiceover at the pace at which it would be narrated. That gives me a good estimate of "seat time" which is useful a little later on.Second, I read the screen text, graphic instructions, etc., and take note of the complexity of each screen. I make a screen count in three categories:Simple - for example screen text, voiceover, and a static image or two.Complex - for example, screen text to appear in syncronization with the voiceover, and multiple images, which may also have to appear and disappear with the narration. In this category I'd also put screens with pop-ups and rollovers, and the like. (At issue is the amount of programing and playtesting that I'll have to do.)REALLY Complex - as in when the storyboard asks me to do something that I'm not yet sure how to accomplish.Okay so far?Next, based on my experience (and you'll come up with your own numbers), I figure I can build a simple screen in twenty minutes, a complex one in 40, and if I have to do research, etc. for the REALLY complex screens, I'd guess an hour.Add to that about ten minutes per test question, and an estimate of any graphic editing you have to do. All of this gives you a rough build time. Remember the seat time? If you test your work before passing the "alpha" version to the client for review, and that in as well.The client will likely have changes for you to make after the review. I estmate the time this will take as twice the seat-time (half for fixing, and half for testing).If there will be a second client review, add a similar amount of time (the number of reviews will be in the Scope of Work, or if less formal, an agreement between you and the client when you accept the storyboard).To recap, the time you spend will be in different buckets, and you have to account for each; time to build, time to test, and time to revise and test.Another aspect of this is the difference in the amount of time you calculate to complete the module, and when you're expected to deliver it. For example, you may plan to spend 40 hours building and fixing and testing, but that doesn't mean you can deliver the finished product in five days. Red flags to watch for include missing assets, like photos and illustrations; long turnaround time with the client review(s); and getting the voicover recorded.Well, I know that's a lot of stuff to toss your way all at once. But I hope it gives you some ideas to think about on how to plan and estimate. This whole process takes me about an hour for a course in the 30 minute range, and I scratch out notes on a pad. When the project is done, I look at what I planned and what the job took -- and remember that when estimating the next project.Hope this helps!Best Regards,DaveEdited By: Dave0258 on 2007-9-8 11:36:20

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