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- Micro-Team Pipeline: How 2 Devs Shipped a 3D Game in 6 Months

Micro-Team Pipeline: How 2 Devs Shipped a 3D Game in 6 Months
Two developersāone programmer and one artistāteamed up to build and release a fully 3D action-adventure game in just six months. By leveraging a tightly structured sprint calendar, off-the-shelf assets, and lean processes, they avoided scope creep and stayed on track. Below, we share their timeline (with an embedded sprint calendar), asset stack details, lessons learned, and an AGL feasibility score for replicating this pipeline solo.
š Timeline: 6-Month Sprint Calendar
The duo divided six months into 12 two-week sprints. Each sprint had clear goals: prototype, core systems, art pass, audio, polish, and launch prep. Below is a screenshot of their calendarācolored bars indicate task ownership and deadlines. (See embedded image.)
Embed: Each sprint mapped specific deliverablesāfor example, Sprint 3 focused on character controller polish, Sprint 7 on level design, Sprint 10 on audio integration.
š Asset Stack: Marketplace Links + Prices
Rather than build everything from scratch, they sourced high-quality assets to accelerate production. Below is their core asset stack:
- š„· Character Models: āStylized Hero Packā from Unity Asset Store ā $40
assetstore.unity.com/ā¦/stylized-hero-pack - š° Environment Kit: āModular Fantasy Castleā from Unreal Marketplace ā $60
unrealengine.com/ā¦/modular-fantasy-castle - š³ Foliage & Props: āUltimate Nature Packā from CGTrader ā $25
cgtrader.com/ā¦/ultimate-nature-pack - š Audio FX: āSword Clash SFX Bundleā on AudioJungle ā $15
audiojungle.net/ā¦/sword-clash-sfx-bundle - šµ Music Library: āMedieval OST Collectionā from FreeSound ā $0 (CC BY 3.0)
freesound.org/ā¦/MedievalProducer - š” UI & Icons: āFantasy HUD Packā from Itch.io ā $10
itch.io/ā¦/fantasy-HUD-pack
Total spent on assets: $150
š” Lessons Learned: Pitfalls & Fixes
- ā ļø Pitfall 1: Scope Creepāadded extra levels mid-project.
š§ Fix: Locked scope after Sprint 4; any new features went into a āfutureā backlog. - ā ļø Pitfall 2: Asset Overlapātwo different character packs conflicted in style.
š§ Fix: Mid-sprint art style pass to recolor and standardize; created a simple shader to unify textures. - ā ļø Pitfall 3: Build Frequencyāwaiting until end of sprint to test integration caused buggy merges.
š§ Fix: Introduced a nightly build via GitHub Actions; integrated simple smoke tests to catch major errors early.
ā AGL Rating
š” Feasibility Score (7/10): A solo developer with strong multi-disciplinary skills could replicate this pipeline in under a year, though polishing art and level design alone would likely extend the timeline.
š¼ Work Opportunities of the Day
- š Technical Designer @ Small Indie Studio ā Join a two-person indie team handling both scripting and art integration. Advice: Showcase your Unity/C# and Blender workflow in your portfolio. Apply here.
- š Freelance Marketplace Manager ā Curate and price assets for game dev marketplaces. Advice: Highlight your marketplace sales history and negotiation skills. Apply here.
š ļø Tip of the Day
š§ Commit small, playable builds at least once per week to catch integration issues early.
Two devs proved that with disciplined sprints and strategic asset choices, a 3D game can go from zero to release in six months. What part of your pipeline could you streamline next? Join the conversation on our Discord. Ā© 2025 AI Game Lab
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