Everyone in your studio is busy. Jira is full, builds go out, meetings happen.
And yet, the game doesn’t seem to move forward in a way you can actually measure. Roadmaps slip, “90% done” has been true for a year, and executives are left guessing whether the next milestone is real or just a nicer PowerPoint.
In the last decade across multiple studios and projects, I’ve seen the same quiet patterns stall progress again and again. None of them are about “bad people.” They’re about missing guardrails.
This article walks through seven of those traps and how they silently destroy your delivery rate and transparency.
Misaligned “Done”: When Finished Doesn’t Mean Finished
Ask five people on the team what “done” means and you’ll usually get five different answers.
- For a programmer, “done” might mean “it compiles and is merged.”
- For QA, “done” is “tested and not obviously broken.”
- For a producer, “done” is “it won’t come back to this sprint as surprise rework.”
- For an executive, “done” is “we can safely show this to players or stakeholders.”
If these definitions aren’t aligned and written down, your metrics are fiction. Tickets move to “Done” in the tool, but actual shippable output hasn’t increased.
A clear Definition of Done isn’t an Agile ceremony, it’s a shared contract:
“For this kind of work, it counts as finished when X, Y, and Z are true.”
No shared definition, no trustworthy delivery rate.
Vague Work: When Nobody Knows What Success Looks Like
A lot of tasks read like this:
- “Implement new AI system”
- “Improve inventory UX”
- “Hook up new combat camera”
They describe activity, not outcome.
When acceptance criteria are vague or non‑existent, everyone has to guess:
- Design isn’t sure what “good enough” is.
- QA doesn’t know what to test or what edge cases matter.
- Reviews turn into arguments instead of decisions.
You don’t need user stories to fix this. You need one simple rule:
Every piece of work must answer: “What can the player, the game, or the pipeline do now that it couldn’t do before?”
If that isn’t clear in a sentence or two, the work isn’t ready to enter the pipeline. Otherwise you’re just feeding the team ambiguity and calling it progress.
Moving Targets: Changing The Goal After Work Has Started
In games, change is normal. Genres shift, playtests surprise you, executives change their minds.
The problem isn’t that things move. The problem is when they move.
If scope and expectations change constantly while work is already in the current iteration, you get:
- Stories that never really finish.
- Metrics that mean nothing because the target keeps changing.
- A team that stops trusting any estimate or plan.
Before work enters the active pipeline, negotiate and reshape as much as you like. Once the team has committed to it for this iteration, changes become new stories later, not surprise add‑ons jammed into the same timebox.
When managers ignore this, they push their planning failure onto the team. That’s how you enter the death spiral: stressed people, fake dates, and a roadmap nobody believes.
Meeting Overload: Burning Hours Without Moving Work Forward
Most teams are drowning in meetings:
- Status updates that could have been a dashboard.
- 10 people in a room when 3 are actually needed.
- Attendees who listen, say nothing, and then go back to “real work.”
Every hour in a meeting is an hour not finishing work. Ten people in a one‑hour meeting is ten hours of development time you just spent.
The fix is boring and powerful: a simple communication plan.
For each recurring meeting, answer:
- Why does this exist?
- What decision or artifact must come out of it?
- Who actually needs to be there to make that decision?
Meetings shouldn’t exist because “Scrum says so” or “we’ve always had this meeting.” They exist only if they measurably protect or increase how much work gets to done and stays done.
Retros That Complain Instead Of Improve
Retrospectives are supposed to improve how the team works. In practice, many devolve into:
- Venting about leadership.
- Complaining about tools.
- Blaming other teams.
External issues matter, but if nothing the team controls changes next iteration, your delivery rate won’t change.
A useful retro ends with 1–3 concrete experiments the team itself will run next iteration. Examples:
- “We’ll slice stories smaller so QA can actually finish testing inside the same iteration.”
- “We’ll reduce planning from 3 hours to 90 minutes and move deep dives to separate sessions with only the people affected.”
- “We’ll trial a stricter Definition of Done for gameplay code so fewer bugs leak forward.”
Keep a separate list of external blockers for producers and leads to attack. But don’t let the team confuse “we complained loudly” with “we improved how we work.”
Cargo Culture: Copying Rituals, Not Outcomes
Game dev is full of cargo culture:
- “Studio X ships great games and they use daily standups and PI planning; if we copy their rituals, we’ll get their results.”
So teams copy ceremonies, boards, and jargon without understanding what problem those things were solving in that specific context.
The result:
- More boards, more statuses, more reports.
- Same unclear priorities, same missed dates.
The only test that matters for any process is simple:
“Does this help us ship more finished work with fewer nasty surprises, in a way leadership can see?”
If you can’t draw a straight line from a ritual to more stable, more measurable delivery, it’s just theatre.
No Guardrails: Work Doesn’t Stay Done
Even when something is “done,” it often doesn’t stay done.
A new feature lands and quietly breaks three old ones. An optimization undoes a bugfix from six months ago. Everyone pays the price:
- QA firefighting regressions.
- Producers constantly re‑planning around unexpected breakage.
- Execs watching roadmaps melt every time a big change lands.
Guardrails like automated checks aren’t about being fancy or “engineering‑driven.” They’re boring insurance:
- Small tests that run every time code changes.
- Alerts when a supposedly “done” behavior breaks.
- Confidence that yesterday’s work won’t collapse under tomorrow’s build.
Yes, they cost time up front. But they protect your delivery rate and make your roadmap more than a wish list.
Bringing It All Together
None of these traps are dramatic in isolation. But together they create the feeling most studios know too well:
- Everyone is busy.
- Nothing seems to move.
- Nobody can explain, in simple terms, what will really be finished three, six, or twelve months from now.
If you want clarity and transparency, you don’t need to convert your studio to a new religion or memorize Agile vocabulary. You need:
- A shared, written definition of “done.”
- Clear outcomes for each piece of work.
- Stable goals inside the iteration.
- Meetings that earn their existence.
- Retros that change behavior, not just volume.
- Processes chosen for outcomes, not copied for aesthetics.
- Guardrails that keep finished work finished.
That’s the foundation of a measurable delivery rate any executive can understand.
And if you read this and recognize your own studio in too many of these patterns, that’s exactly what my Anti‑Defund Delivery Intensive is for: we plug into your real project, make “done” and “output” measurable, and rebuild your roadmap on top of reality so you stop paying for work that never seems to land.
Frequently Asked Questions
Is this just “doing Agile” under a different name?
No. Everything in this article works whether you call it Agile, Waterfall, “our custom process,” or nothing at all. I’m not asking you to adopt a framework; I’m asking you to make a few things measurable and unambiguous: what “done” means, how much finished work actually comes out of the team, and which meetings and rituals help or hurt that.
Do we need to change tools (Jira, ShotGrid, Notion, etc.) to fix these problems?
Usually not. In many studios, the problem isn’t the tool, it’s the thinking behind it. In some projects I’ve literally moved planning into a spreadsheet first to get clarity, then pushed it back into Jira once the structure made sense. If your boards are a mess, changing tools without changing the underlying decisions just gives you a shiny new mess.
We’re a small team. Isn’t this level of structure overkill?
Small teams feel the pain faster when this stuff is missing. A few people wearing multiple hats can’t afford endless rework, fuzzy “done,” and meetings that go nowhere. You don’t need heavy process, but you do need a shared definition of finished work and a simple way to see if the game is actually moving forward each month.
Won’t adding guardrails and clearer definitions slow us down?
There is a small up‑front cost, yes. Writing a real Definition of Done, tightening acceptance criteria, and adding basic automated checks takes time. But without those guardrails, you pay for the same work multiple times through regressions, rework, and slipped milestones. You’re already “paying” for lack of clarity; this is about paying once, on purpose.
How do we start changing this without disrupting the whole team?
Pick one area and make it explicit for a trial period. For example:
- Choose one type of work (e.g. gameplay code) and write a short Definition of Done.
- Clean up one recurring meeting with a clear purpose and smaller attendee list.
- Run one retro where you only allow action items the team can control next iteration.
You don’t need a studio‑wide rollout. Prove it on a small slice first, then expand what works.
What metrics should we look at first to get more transparency?
Start simple:
- How many pieces of work reached your agreed “done” in the last 4–8 weeks?
- How often “done” items come back as rework or regressions.
- How many hours your core team is spending in recurring meetings each week.
These three alone usually reveal whether you have a planning problem, a quality problem, or a communication problem.
What if leadership (or the team) resists changing “how we’ve always done it”?
Then start by making the cost of the current system visible: missed dates, repeated bugs, people stuck in meetings all day, no believable roadmap. Most resistance isn’t to improvement; it’s to vague change with no clear benefit. Tie each adjustment to something they care about: fewer nasty surprises in reviews, less crunch, and a roadmap they can defend.
How does this relate to the Anti‑Defund Delivery Intensive you mention?
This article is the overview. In the Intensive, I sit with your real project, codify what “done” and “output” mean for your teams, clean up the planning artifacts, and rebuild your roadmap on top of those clearer signals. You get a one‑page reality roadmap and an operating rhythm your producers and leads can actually run, instead of another theoretical process document.