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

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

Two developers—one programmer and one artist—teamed 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.

šŸ“… 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 calendar—colored bars indicate task ownership and deadlines. (See embedded image.)

Sprint calendar showing 12 two-week sprints with task bars for programming and art

Embed: Each sprint mapped specific deliverables—for example, Sprint 3 focused on character controller polish, Sprint 7 on level design, Sprint 10 on audio integration.

šŸ›’ 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:

Total spent on assets: $150

šŸ’” Lessons Learned: Pitfalls & Fixes

  • āš ļø Pitfall 1: Scope Creep—added extra levels mid-project.
    šŸ”§ Fix: Locked scope after Sprint 4; any new features went into a ā€œfutureā€ backlog.
  • āš ļø Pitfall 2: Asset Overlap—two different character packs conflicted in style.
    šŸ”§ Fix: Mid-sprint art style pass to recolor and standardize; created a simple shader to unify textures.
  • āš ļø Pitfall 3: Build Frequency—waiting until end of sprint to test integration caused buggy merges.
    šŸ”§ Fix: Introduced a nightly build via GitHub Actions; integrated simple smoke tests to catch major errors early.

⭐ AGL Rating

šŸ’” 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.

šŸ’¼ Work Opportunities of the Day

  • šŸ” Technical Designer @ Small Indie Studio – 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.
  • šŸ” Freelance Marketplace Manager – Curate and price assets for game dev marketplaces. Advice: Highlight your marketplace sales history and negotiation skills. Apply here.

šŸ› ļø Tip of the Day

šŸ”§ 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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