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Engine-independent guidance
Finish — shipping is its own skill
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The principle
A game that never ships helps no one, and finishing is a distinct, hard skill. The last stretch is dominated by cutting, polishing, and bug-fixing — not by adding. Decide what "done" means, cut ruthlessly to reach it, and actually release.
Applies when
The back half of any project, and the decision — recurring — of whether to add/iterate more or converge and ship. Especially critical for first projects, which most often stall before the finish.
Does not apply / Exceptions
Live-service and early-access models blur "finished" deliberately (ship a viable core, keep developing) — but even they must reach a shippable state, so the finishing discipline still applies to each release. Research prototypes are meant not to ship. And "finish" doesn't mean ship broken — it means converge on a defined, achievable "done," which may itself be scoped down (PROD-0001).
Rationale
Starting is easy and finishing is where most projects die, because the end game is psychologically and practically different from the beginning: it's about converging — closing off scope, fixing the long tail of bugs, polishing what exists, and letting go of what won't make it — rather than the open-ended creativity of the start [S-scope-production]. The "last 10%" reliably takes far more than 10% of the effort, and inexperienced teams underestimate it badly. Finishing requires a clear definition of done, the discipline to stop adding (and stop iterating — PROTO-0006's know-when-to-ship), and the willingness to cut beloved-but-unfinished work (PROTO-0005) so the whole can ship. Shipping is a skill you build, and an unshipped game teaches almost nothing compared to a finished one.
Implementation
Define "done" concretely and early enough to steer toward it. In the end game, switch from adding to converging: freeze scope, fix bugs, polish, and cut what won't make it (PROTO-0005). Budget realistically for the long tail (it's bigger than it looks). Know when iterating more costs more than it adds (PROTO-0006) and ship. Treat finishing as a skill to practice on small projects before big ones.
Disagreement
Ship-it discipline (finished-and-imperfect beats perfect-and-unreleased) vs. hold-for-quality (don't ship before it's good). Both fail at the extreme — premature shipping and endless polishing are both real. The reconciliation is a defined, achievable bar for "done," reached by cutting rather than by indefinite extension.
Notes
The convergence/ship discipline; the production partner of PROTO-0006 (stop looping) and PROTO-0005 (cut), and the endpoint of the scope story (PROD-0001). Confidence 4.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Heather Maxwell Chandler. The Game Production Handbook. 2nd ed., Jones & Bartlett Learning, 2009.
Source notes →Citation and record details
GDC-L1-PROD-0006 · contextual guidance · canonical
Recorded verification date: 2026-07-14. This is not a claim of an engine test.