estimate
Skill0 starsChanged 4 months agoMITView on GitHub
Use when estimating effort for a feature, sprint item, or workstream task. Breaks work into sub-tasks, estimates each, identifies risks, and produces a total with confidence range. Fires during sprint planning or when the designer asks 'how long will this take?' ShiningPlague-adopted: full implementation with solo-dev context (no test suite, data-driven architecture) and 1-2 week step sizing.
28 other projects use a version of this.
Adopted by
Most recently taken up by
- mehboobali98/rmine-skillstheir own version, first seen Nov 6, 2026
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Oct 19, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- anis-dr/skillstheir own version, first seen Oct 15, 2026
- Anuj7411/sipcodetheir own version, first seen Oct 13, 2026
Used with
Projects with it also use playtest-report, soak-test and 2 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
CoralGameSkillplaytest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
Also in 12 projects that use this
lilangMaxSkillsoak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Also in 9 projects that use this
lilangMaxSkillteam-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Also in 9 projects that use this
- +1 more from lilangMax
Other versions28 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 28
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same name
- tranhieutt/software_development_department★ 71same name
- Anuj7411/sipcode★ 46same name
- cenconq25/claude-code-app-studio★ 40same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
18 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 25 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 29
Read the governing document (spec, story, or verbal description).
- Distinctive: line 81
No test suite — verification time is manual (factor into estimates)
“Common” is measured: kept by at least 6 in 10 of the 25 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Estimate
🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; this version is the full implementation — sub-task breakdown, complexity-based estimates, risk multipliers, solo-dev context.
Effort breakdown and estimation for planning.
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Procedure
1. Understand the Work
Read the governing document (spec, story, or verbal description). Identify: what systems are touched, what's new vs modified, dependencies.
2. Break Into Sub-Tasks
Decompose into implementable chunks (each 1-3 days max per CLAUDE.md sprint rules). For each sub-task:
- Description
- Systems/files touched
- Dependencies on other sub-tasks
- Complexity: Low (routine) / Medium (some unknowns) / High (significant unknowns)
3. Estimate Each Sub-Task
| Complexity | Estimate range |
| Low | 0.5-1 day |
| Medium | 1-2 days |
| High | 2-3 days + spike risk |
4. Identify Risks
- Technical unknowns — never done this in Godot before?
- Dependencies — blocked on another system or decision?
- Scope ambiguity — design not fully locked?
- Integration risk — touches multiple autoloads/systems?
Each risk adds a multiplier (1.2x for low, 1.5x for medium, 2x for high).
5. Output
## Estimate: [feature/task name]
### Sub-Tasks
| # | Task | Complexity | Estimate | Dependencies |
|---|---|---|---|---|
| 1 | [task] | Medium | 1-2 days | None |
| 2 | [task] | High | 2-3 days | Task 1 |
### Risks
- [risk 1] — impact: [multiplier]
### Total
- Optimistic: [X] days
- Expected: [Y] days
- Pessimistic: [Z] days (if risks materialise)
### Recommendation
[Whether this fits in a sprint, needs slicing, or needs a spike first]Solo-Dev Context
- Solo dev — no parallelism across people, but agent parallelism available
- No test suite — verification time is manual (factor into estimates)
- Data-driven architecture — data changes are fast, code changes are slower
- Each "step" should be 1-2 weeks max
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