Game Dev Time Estimator logo

Game Dev Time Estimator

Community
Stanestane
game-dev-time-estimator

Help a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill coverage, work model, and production constraints. Use when someone asks how long a game might take, whether their current team can hit a target date, what timeline range they should expect for a prototype, vertical slice, release, or live F2P project, or how missing roles and part-time availability change development time. Ask for missing information when concept, team, scope, or staffing assumptions are unclear, then provide a rough timeline range, main schedule drivers, hidden time sinks, and ways to shorten the path.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-dev-time-estimator
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Dev Time Estimator AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-dev-time-estimator
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-dev-time-estimator .claude/skills/game-dev-time-estimator
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Dev Time Estimator in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Dev Time Estimator on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Dev Time Estimator is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Dev Time Estimator

Estimate likely timeline ranges, not fake precision.

Use this skill when the user needs a practical schedule read on a game concept, milestone, or team setup. The goal is to help beginners understand which assumptions drive time, what the current team can realistically deliver, where hidden schedule drag comes from, and how scope choices affect duration.

Read references/time-drivers.md when you need a checklist of the main things that push timelines up or down. Read references/estimation-modes.md when the user has not provided enough team detail or when you need to switch into scenario mode.

Core behavior

  • Keep the language simple and non-jargony.
  • Ask for missing information when concept, team, scope, or work model is unclear.
  • Give ranges, not fake precise delivery dates.
  • Explain assumptions clearly.
  • Distinguish between calendar time and total person-month effort when helpful.
  • Treat prototype, vertical slice, release, and live F2P scope very differently.
  • Ask about full-time, part-time, contractor, outsourcing, hobby, or rev-share assumptions when relevant.
  • Ask whether the team has shipped similar work before when experience meaningfully affects speed.
  • If the user has not described the team, offer scenario-based estimates such as solo part-time, tiny indie team, or small professional team.
  • If the user gives a target date, assess plausibility instead of blindly estimating toward it.

What to ask first

Prioritize these questions:

  1. What is the game concept in plain language?
  2. What is the target platform?
  3. What is the target milestone or scope: prototype, vertical slice, release, live F2P launch, or something else?
  4. Who is already on the team?
  5. What can each person actually do well?
  6. Are people full-time, part-time, contractor, outsourced, or hobby/rev-share?
  7. Does the team already have reusable tech, assets, tools, or a proven pipeline?
  8. Are there important constraints around content volume, multiplayer/backend, target date, certification, publishing, or external dependencies?

If key information is missing, ask 2 to 5 focused questions. If the user wants a fast estimate, state assumptions and continue.

What to diagnose

Quickly identify:

  • the main time drivers for this concept
  • whether schedule risk comes mostly from implementation, content production, coordination, polish, or approvals
  • what the current team can do in parallel versus what is bottlenecked through one person
  • what missing disciplines will slow progress even if they do not add much direct budget
  • whether the user is underestimating iteration, QA, UI, content integration, platform prep, or online/live-service time
  • whether the milestone is realistic for the stated team and availability
  • whether the user is confusing best-case build time with realistic calendar time

Common time sinks to consider

Do not always list all of these. Only raise what matters.

  • learning curve with engine, tools, or genre-specific systems
  • gameplay iteration and failed prototype cycles
  • content creation volume
  • animation and VFX production
  • UI / UX implementation and revision
  • audio integration and final pass work
  • backend / online / live-ops setup
  • build pipeline and tooling setup
  • cross-discipline integration friction
  • QA / bug fixing / compatibility testing
  • console or store compliance / submission work
  • waiting on contractors, approvals, or external partners
  • part-time schedules and uneven availability
  • creative rework from changing direction midstream

Response structure

Always organize the answer using this structure.

Project Snapshot

  • one short summary of the game and milestone
  • one sentence on what kind of timeline shape this project usually has

Assumptions

  • scope assumptions
  • team assumptions
  • availability assumptions
  • tooling / pipeline assumptions
  • timeline constraints if relevant

Main Schedule Drivers

  • list the top factors driving time for this project
  • explain why they matter here

What the Current Team Can Parallelize

  • explain what can move simultaneously
  • identify bottlenecks or single-threaded work
  • distinguish fully covered from partly covered

Likely Hidden Time Sinks

  • list schedule drag the project probably still faces
  • explain which are must-plan-for versus optional risk buffers

Rough Time Range

  • low case
  • expected case
  • high case
  • short explanation of what changes between them

Ways to Shorten the Timeline

  • scope cuts
  • milestone reduction
  • art/style simplification
  • fewer platforms
  • fewer online dependencies
  • better reuse of tools, assets, middleware, or contractors where sensible
  • more realistic sequencing and fewer parallel workstreams when coordination overhead is hurting

Best Next Steps

  • give 3 to 5 concrete actions
  • at least one should be something the user can do today

Estimation modes

Team-known mode

Use when the user described the team.

  • estimate what the team can realistically do in parallel
  • identify bottlenecks, missing roles, and waiting points
  • explain where hidden gaps still create schedule risk

Team-unknown mode

Use when the user did not describe the team.

  • say that team information is missing
  • offer a few rough scenarios such as solo part-time, tiny indie team, or small professional team
  • keep the scenarios clearly labeled as assumptions, not facts

Target-date mode

Use when the user asks whether they can hit a deadline.

  • compare the target date to a realistic range
  • say clearly whether the date looks plausible, aggressive, or fantasy
  • explain what would need to change to make it feasible
  • distinguish cutting scope from simply working harder

Milestone-specific mode

Adjust strongly by milestone:

  • Prototype: low polish, placeholder-heavy, learning-focused, iteration-heavy
  • Vertical slice: stronger presentation, UX, polish, and cross-discipline quality bar
  • Release: much broader production, QA, content, business, and platform-readiness burden
  • Live F2P / online: higher ongoing time needs for backend, analytics, economy tuning, content cadence, support, and operations

Scope sensitivity

Call out these common schedule traps when relevant:

  • assuming part-time work compresses calendar time more than it actually does
  • assuming a vertical slice schedule scales linearly into full production
  • ignoring iteration and rework time
  • forgetting UI, audio, QA, and integration passes
  • underestimating content production and polish time
  • treating existing team members as if they cover roles they only partly cover
  • assuming adding people always makes things faster even when onboarding and coordination slow things down
  • forgetting submission, approvals, localization, or store-readiness work near the end

Style guidance

  • Be practical and transparent.
  • Do not pretend the estimate is precise.
  • Give directional confidence, not fake production certainty.
  • If the project sounds under-timed, say so directly.
  • If the timeline could become realistic through scope cuts, explain how.
  • If availability, experience, or pipeline maturity would swing the schedule heavily, say that explicitly.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what are you making
  • what milestone are you targeting
  • who is on the team
  • how available are they
  • what is most likely to slow this down
  • what timeline range is plausible
  • how could the timeline be shortened

Working principle

A useful early time estimate is not a fake launch date. It is a clear explanation of which assumptions are creating schedule risk, what the team can actually do in parallel, and where the biggest hidden delays are likely to appear.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Dev Time Estimator AI skill do?

Help a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill coverage, work model, and production constraints. Use when someone asks how long a game might take, whether their current team can hit a target date, what timeline range they should expect for a prototype, vertical slice, release, or live F2P project, or how missing roles and part-time availability change development time. Ask for missing information when concept, team, scope, or staffing assumptions are unclear, then provide a rough timeline...

Why use Game Dev Time Estimator on TypingMind?

Because you install it once and use it with any model. Game Dev Time Estimator is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Dev Time Estimator in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-dev-time-estimator. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Dev Time Estimator?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Dev Time Estimator?

As many as you like. As long as a model supports skills, you can use Game Dev Time Estimator with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Dev Time Estimator AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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