AI & IT toolsAI Workflow

Setting the scope of your first game: a size a solo developer can finish, and how to schedule it

To take a first solo game all the way to the end, you need to cut it down to the right size. This guide covers what to write on a one-page plan and how to split the schedule into steps, with real times, snags, and scope changes from making three small games in Godot.

AZTechnology13 min read

한국어English

Based on: Godot 4.7.2 (Standard, Windows), Claude Code, and the official Godot 4.7 docs. Checked in November 2026. All figures are real run screens from test games I made. Text inside the games is Korean.

The most common reason a solo game never gets finished is not skill but size. The game you first picture is usually too big to finish alone even in a few months. So the first job on a first game is not writing code. It is cutting the scope down to a size you can finish. Scope is the line between "what we make this time" and "what we do not make this time." It is like deciding what goes in this truckload before you pack everything when you move house.

This is part 3 of the solo development series. It covers the right size for a first game, what to write on a one-page plan, and how to split the work into steps, and it shows real times and snags from my notes on making small games in Godot. This guide explains how to set the scope of a first game and plan its schedule. The map of the whole series is in A map of solo game development.

1. The short answer: the size of a first game

ItemRight size for a first game
ScreensOne. Starts right away, no menu or settings screen
RulesOne rule you can explain in one line
One roundAbout a minute. Goes start → play → end → restart
ControlsTwo or three keys, or just the mouse
ModelsOnes you already have or can make simply
SoundA few sound effects
ExportLater, after the first version works

This looks small, but if you finish this much, you go around the full loop of work a game needs once: putting in models, reading input, deciding win and loss, and letting the player start again. A second game is the same loop, just a bit bigger.

2. What goes on a one-page plan

Scope kept in your head keeps growing. So start with a one-page plan in writing. This kind of document is often called a PRD (product requirements document). Like a floor plan before building a house, it fixes what you will make and how far.

Two parts of my air defense game plan set the scope. The other parts (one-line description, questions, rules table) are in section 4 of Building Godot game scenes with Claude Code.

PartWhat it said
Out of scopeBuilds and installers, menu and settings screens, multiple stages, online play, mobile
Pass criteriaModels match in size, direction, and color. One round goes start → play → end → restart. Time and disk space are measured

The most important part is out of scope. If you write down what you will not make, then when you think "a menu screen would be nice" halfway through, you can settle it at once: "out of scope this time." For pass criteria, include how to check each one. It has to be something you can see, such as "one round goes all the way to restart," not "it works well."

Try it: Have the AI write the plan before it writes any code. You can put it like this (example).

I want to make one small game scene. Before writing any code, write PRD.md first.
- A one-line description, pass criteria (with how to check each), and an out-of-scope list
- A rules table (camera view, controls, win and loss conditions)
- A list of steps, each with a way to check that it is done
Do not write code until I read it and say "go."

3. Splitting into steps

Once the plan is set, split the work into steps. Each step needs a way to check that it is "done." Like rest stops on a hiking trail, you finish a stretch and look at the map again at the stop.

My air defense game had six steps.

StepWhat was doneCheck
M0 setupDownload Godot 4.7.2 StandardThe file's checksum matches the official value
M1 modelsExport 8 Blender models to glTFAll 8 models with zero difference in dimensions
M2 backgroundBuild the desert, sky, and mountains in code"Go" after looking at Figure 1
M3 to M5 gameAiming, firing, drones, win and loss, on-screen text14/14 automatic checks, playing it myself

A low-poly desert at sunset. Orange mountains and the sun on the horizon, four sand-colored launcher trucks spaced out at the bottom, and no on-screen text Figure 1. The screen at the end of step M2. Only the background and launchers are there, with no game rules yet (Godot run screenshot)

As in Figure 1, I checked the background and models before adding any game rules. If the feel of the screen had been off at this step, I would have fixed it before adding rules. The later you fix something, the more places you have to touch, so stopping to look at each step ends up faster.

4. How long it actually took

Here is what I did in one session on the night of October 10, 2026, and how long it took. Claude Code wrote all the code. I read the plan, made the decisions, and played the games.

What I didTime
First version of the air defense game (until one round ran)About 1 hour
Tuning the air defense gameI played five times and said what to fix
Moving a rigged characterAbout 20 minutes
Penalty shootoutAbout 30 minutes
Whole sessionAbout 3 hours (including waiting)

Before starting, I estimated 5 to 7 hours. It took about half that. Do not copy these numbers as they are, though. The models and animations already existed, and the game had a single screen. If you need to make models from scratch, add that time on top. I did not record how many minutes each step took, so those are not listed here.

Four frames from the first version of the air defense game. Desert at sunset and launchers, with score 100, 700, 1100, 1500 and a green base health 100 bar at the top left, time left 0:30, 0:17, 0:07, 0:00 at the top right, remaining missiles and boxes for each launcher at the bottom left, and in the last frame the Korean text for Defense succeeded! Score 1500, R: restart in the middle Figure 2. The first version, ready in about an hour. It has a score, base health, and time left, and missiles reload (Godot run screenshot)

Figure 2 is the first version. It already met the pass criterion "start → play → end → restart." Because the scope was small, the first version came fast, and after that most of the time went to playing and fixing.

5. How the scope changed

After the first version, I played five more times and the rules changed. What I said each round is in section 6 of Building Godot game scenes with Claude Code. Here, the only question is whether the scope grew.

RoundRule changeDid the scope grow
1No reloading, 32 drones in a rowNo. Only values and win conditions changed
2Arcing missile paths, 2 to 4 drones at once, a three-ring aim circleA little. More on-screen effects, still one screen
3Spawn interval 2.5 s → 1.7 s, base health removed, a launcher is destroyed in one hitSmaller. Base health was dropped
4Target switching, size shrinks with distance, spawn distance 1,500 mA little. One more drone rule
5Score display removed, rules finalSmaller. The score was dropped

Two frames of the air defense game after several rounds of fixes. The top left shows remaining launchers 4/4, remaining missiles 28 and 12, and boxes for each launcher. The top right shows remaining drones 30/32 and 19/32. The sky has many red diamond markers, a three-ring aim circle, and missile smoke trails Figure 3. The air defense game partway through the fixes. Remaining drones replaced time left, and remaining launchers replaced base health. The score shown here was removed in the last round (Godot run screenshot)

Comparing Figure 2 and Figure 3 shows how the scope moved. "Survive 2 minutes 30 seconds" became "stop 32 drones," "reloading" became "no reloading," "base health" became "a launcher is destroyed in one hit," and in the end even the score went away. The rules changed a lot, but the size stayed the same: one screen, about 40 seconds per round. Keeping scope does not mean never changing the rules. It means not making the game bigger.

6. Where I got stuck

SnagSymptomFix
Exporting modelsFive issues while moving the models and characters, such as missing colors, a floor plane coming along, and an empty fileThe AI added handling to the export script (Moving Blender models into Godot)
First runA "no main scene" error boxSet the project's main scene
DifficultyAutomatic play could not tell whether it was easy or hardA person played it five times
On-screen textToo many numbers, distractingRemoved the score, showed only "stop them from hitting the 4"
First penalty shootoutProbabilities shown on screen, and both teams' characters looked the sameHid the probabilities and gave each side its own shirt color and name tag (Figure 4)

Two rows of penalty shootout screens. The top row is the first version: the six goal zones show goal chances like 68%, 77%, 72%, 82%, the computer keeper side shows left, center, right with chances 45%, 10%, 45%, and both sides wear red. The bottom row is the fixed version: no probability text, my kicker in red tagged with the Korean word for "me," the computer keeper in teal tagged "computer," and when the computer kicks, a blue-shirted kicker tagged "computer" and an orange-shirted keeper tagged "me" Figure 4. The first version (top) and fixed version (bottom) of the penalty shootout. The probability text is gone, and each turn uses shirt colors and name tags above the heads to tell the sides apart (Godot run screenshot)

Try it: When a fixed version comes out, as in Figure 4, put it next to the first version. You can see at a glance whether the fix actually reached the screen and whether something else broke along the way.

Of these snags, the AI solved the code problems quickly. What took long was a person playing and saying how it felt. That is why your schedule needs a separate slot for it.

Some things were also left for later in that session. The sound was only six sound effects made in code, the canister lid did not open, and no build (playable program file) was made. All of these were either out of scope from the start or pushed past the first version.

7. Making a schedule

Turning the notes above into a schedule gives these rules.

  1. Attach a check to every step. Write "put in models, check zero difference in dimensions," not just "put in models."
  2. Keep the path to the first version as short as possible. Menus, sound, and export come after the first version.
  3. Set aside time to play it yourself. Each round needs time to play once and say what to fix.
  4. Make export its own step. Running inside the engine and running as a program file are different jobs.

Here is an example schedule for a first-timer. These are not measured numbers. They are a suggestion that fits the rules above to someone with two or three hours a day.

DayWhat to doDone when
1One-page plan (one-line description, pass criteria, out of scope)You can read the plan and say "go"
2Put in models, backgroundThe engine view and the Blender image match
3First versionStart → play → end → restart
4 to 5Play it and fix it (two or three times a day)You hear yourself say "it feels right"
6Sound, tidy up on-screen textNothing bothers you through a full round
7ExportIt runs outside the engine

Export needs its own preparation. Godot uses export templates to build a program file. A template is the runtime shell that runs the game on each operating system, and you download it separately from the official site. In my notes, the downloaded template file was 1.2 GB, and the exported canyon flight game was 107 MB for Windows and 40 MB for the web. The web version only showed Korean text after the font was packed into the game, and it had lag whose cause I did not find. Things like this happen, so leave room in the export step.

8. A second game: when you widen the scope

When you widen the scope after a first game, the method stays the same. The canyon flight game I made three days later, on October 13, was planned from the start in steps A, B, C, and D, and for some steps I played and gave feedback before moving on. My notes have no verdict from me on the second round of step B or on step D. The first version, the exports, and all four steps A to D were done in one day, and all 18 automatic checks also passed on the exported Windows program.

The difference from the air defense game was more screens: a title screen, a countdown, continue, and a result card. The "menu screen" that was out of scope in the first game came in with the second. So the out-of-scope list is not a list of things to throw away. It becomes the to-do list for the next game. The steps are described in Building Godot game scenes with Claude Code.

Exercises

  1. Write the game you want to make in one line. Cut it down to one screen and one rule.
  2. Write three pass criteria. Each one has to be something you can see.
  3. Write an out-of-scope list with at least five items: things you want but will not do this time.
  4. Rewrite the example schedule in section 7 to fit your own daily time. Make sure the play-it-yourself days are still there.

Common mistakes and fixes

SymptomCauseFix
You have been working for weeks and see no endNo out-of-scope list, so features keep growingWrite an out-of-scope list in the plan and move new ideas to the next game's list
You get tired before the first version even runsStarted with menus, sound, and effectsStart with a first version that only does start → end → restart
Every rule change breaks something elseNo check for each ruleAdd an automatic check for each rule and rerun them after every fix
The schedule always slipsPlaying time was never in the scheduleSet aside play time for each round
It works in the engine, but the exported file does not startExport was tried for the first time on the last dayMake export its own step and leave room

Summary

One screen, one rule, about a minute per round. Write the out-of-scope list first, attach a check to every step, set aside time to play it yourself, and make export its own step.

References

KEEP EXPLORING

Read next

Air defense game screen in a low-poly desert at sunset. Box 1 is the on-screen text at the top left, box 2 is missile smoke and an explosion, box 3 is a launcher truck at the bottom left (Godot run screenshot)AI & IT tools
AI Workflow18 min read

Splitting solo game dev work with AI: what to hand off, what to check, terms, and Steam and itch.io AI disclosure

When you make a game alone, how much of the code, 3D assets, art, sound, and text can you hand to AI, and where must a person check the result? This guide covers the commercial-use terms of each kind of tool, the AI disclosure rules on Steam and itch.io, and what AI actually did in a Godot game test.

A low-poly desert at sunset with four launchers. A missile rises from the left launcher, a three-ring aim circle with a yellow 90% sits among red diamond markers in the sky, and the top left shows remaining launchers 4/4 and remaining missiles 31 (Godot run screenshot)AI & IT tools
AI Workflow13 min read

A map of solo game development: what Blender, AI, and a game engine each do, and the steps to your first game

When you make a game alone, Blender, an AI assistant, and a game engine each take a different part of the work. This guide sorts out who does what, lays out seven steps to a first finished game, and shows notes from making small games in Godot. It is the starting page of a five-part series on solo development.

The Script screen of the Godot editor. Under func _steer at line 102 of missile.gd are var to_t := target.position - position, var dist := to_t.length(), var want := (lead - position).normalized(), and var ang := dir.angle_to(want), with a list of functions on the leftAI & IT tools
AI Workflow16 min read

What helps to know before solo game development: what you need without a degree and what AI fills in

When you make a game alone, which parts of programming, math (vectors and coordinates), art, sound, and game design do you really need, and which can AI and tools fill in? This guide answers with real game code and notes, including what AI cannot fill in, and points to the official learning material for each engine.

Two fighter jet models and one small 3D character printed in white, on a gray stone-pattern tableAI & IT tools
AI Workflow24 min read

3D Printing from One Picture with Meshy AI and Claude Code: Printing a Fighter Jet Model and a Character

The real workflow for turning one reference picture into a 3D model with Meshy AI, checking and repairing it with Claude Code and Blender, and printing it on a 3D printer.

Top of the Artificial Analysis text-to-image leaderboard AA-Image-T2I v2.1. Rank 1 GPT Image 2.5 Sunburst (max) 1222, rank 2 GPT Image 2.5 Flare (max) 1207, rank 3 GPT Image 2 (high) 1186, rank 4 Nano Banana 2.1 1176, rank 5 MAI-Image-2.6 1166, rank 6 Grok Imagine Image 2.0 1166, rank 7 Nano Banana 2 1140, price per 1,000 images on the rightAI & IT tools
AI Tools13 min read

Choosing an AI image model in autumn 2026: GPT Image 2.5 and Nano Banana 2.1 compared

Names, release dates, prices, and leaderboard positions of GPT Image 2.5 (Flare and Sunburst) and Nano Banana 2.1, the image models that arrived in autumn 2026, checked against official sources, plus simple rules for picking one by use.

Chart comparing graphics memory use as horizontal bars. Screen only 754 MiB, AI model loaded 3,946 MiB, AI plus EEVEE render 5,162 MiB, AI plus Cycles GPU render 5,721 MiB, AI on CPU plus Cycles 2,618 MiB, card total 8,188 MiBAI & IT tools
Computer Hardware17 min read

Running Blender and a local AI on one graphics card: measured VRAM sharing on 8 GB

On my laptop with an RTX 4070 Laptop GPU (8 GB), I kept a local AI model (Gemma 4 E4B on llama.cpp) running while rendering with Blender EEVEE and Cycles. I measured how full the graphics memory got, how much the render and the AI slowed each other down, and whether to put the AI on the graphics card or the CPU. The post ends with steps to plan memory on your own PC.