
Development Roadmap
A chronological record of Small Game Seasons™
development history and upcoming goals
Screenshot captured from the Small Game Seasons project in UE5
The journey of Small Game Seasons
What has been built, where we are now, and what's next
2027
The Horizon
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Q3 2027 | Commercial Version & Publishing Strategy:
Finalize the commercial path, evaluating whether to scale production independently via self-publishing or partner with a publisher based on prototype traction and funding milestones.
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Q2 2027 | Possible Waterfowl Expansion:
Begin development on dedicated waterfowl destinations (geese and ducks). This will be based on community reception and player feedback from public testing.
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Q1 2027 | Public Readiness & Testing:
Complete final asset licensing clearances to open up public testing builds. Focus on structured player feedback collection, performance optimization, and baseline tuning.
2023–2026
Small Game Seasons: Prototype (POC) & Evolution
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2026 | Mammal Integration, Testing & Refining:
Expanded the simulation scope by introducing the Iberian Hare as the first small-game mammal. Executed continuous build testing, optimization, and bug-fixing alongside the launch of the community Facebook page.
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2025 | Environmental World-Building & Branding:
Built fictional immersive hunting environments featuring distinct regional backstories, custom UI themes, and tailored asset details. Integrated bird species with adaptive AI logic for varied hunting scenarios. Added the pointer logic and behavior to the dog's core mechanics. Delivered internal playable builds alongside the public launch of the official website, blog, and YouTube channel.
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2024 | Core Mechanics & Ballistics:
Developed and fine-tuned core simulation loops, including flush mechanics, terrain avoidance, flock behavior, hunter perception, and realistic ballistics with physics-based hit and drop responses. Integrated a hunting dog's mechanics and logic. Established the Small Game Seasons visual identity and initial UI/UX frameworks.
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Late 2023 | Unreal Engine 5 Pivot:
Began active development in UE5 over the holiday season, experimenting with advanced birds behavior and flight mechanics and techniques tailored specifically for the Ruffed Grouse.
1992–2015
The Genesis & Early R&D
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2015 | Mobile UI & Industry Exposure:
Contributed UI design for a mobile bird-hunting simulator, reigniting the ambition to build an uncompromising PC-grade simulation.
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2012 | Initial POC Attempt:
Collaborated with family on an early proof-of-concept for bird flight dynamics; ultimately shelved due to professional and life commitments.
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2009–2011 | Bird Flight & Behavior (Research):
Driven by growing frustration with the simplistic bird behaviors in commercial hunting games, conducted some research and technical exploration into true simulated bird flight mechanics and behavior.
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1992 | Duck Hunting Game (School Project):
Developed a 256-color duck hunting game with a school friend, earning recognition at a regional inter-school programming competition.
