07 / TIMELINE
Production Timeline
18-month development schedule. Solo dev. Realistic milestones.
PHASE01
FOUNDATION
MONTHS 1–3- —Install UE5 and learn core systems
- —Complete 3 tutorial projects (twin-stick, third-person, FPS)
- —Basic C++ and Blueprints proficiency
- —Set up project structure
- —Build first greybox prototype
DELIVERABLE: Playable FPS prototype in test level
RISK: Learning curve slower than expected
PHASE02
CORE MECHANICS
MONTHS 4–7- —Implement movement system (walk, run, crouch, prone)
- —Build weapon system with ammo management
- —Create first enemy type (Hounds) with basic AI
- —Implement stress system prototype
- —Build squad command system
- —Basic inventory system
DELIVERABLE: Playtestable combat loop against one enemy type
RISK: AI complexity, stress system tuning
PHASE03
CONTENT & POLISH
MONTHS 8–12- —Build Level 1 (The Office Complex) with greyboxing
- —Implement 3 more enemy types
- —Add dialogue system and character voices
- —Build first 2 campaign missions
- —Implement lighting and atmosphere
- —Sound design pass
DELIVERABLE: First playable campaign chapter
RISK: Content pipeline, scope creep
PHASE04
MULTIPLAYER & TESTING
MONTHS 13–15- —Implement co-op networking
- —Build 4-player campaign mode
- —External playtesting sessions
- —Bug fixing and balance pass
- —Platform certification (if targeting consoles)
DELIVERABLE: Complete co-op campaign for testing
RISK: Netcode complexity, platform requirements
PHASE05
SHIP IT
MONTHS 16–18- —Final polish and optimization
- —Marketing push (trailers, demos)
- —Store page setup (Steam, Epic)
- —Launch Day patch
- —Post-launch support plan
DELIVERABLE: THRESHOLD available on PC
RISK: Launch competition, marketing reach
18-MONTH ROADMAP
MONTH 1MONTH 9MONTH 18