HFTR Initial Milestone Schedule

== Milestone 0 - Term Sheet Signature ==
Delivery: Signature (Mid-July 2013)
General Outcome: Signing of Term Sheet
Payment: €5.000.000 (paid)
== Milestone 1 - LFA, Final Specification Document ==
Delivery: Signature (Mid-July 2013)
General Outcome: Signing on Long Form Agreement, Approval of Product Specification Document
Game Design: Product Specification Document
Payment: €1.250.000 (paid)
== Milestone 2 - Production MS1 ==
Delivery: Signature (Mid-July 2013)
General Outcome: Production Milestone 1, First Slice
Content: 
* Gameplay prototypes
* Basic gameplay loops
* Basic AI for civilian population and KPA behavior
* Implementation of dynamic change for TOD (time of day), including lightning and weather effects
* First draft of representable open world exploration level design
Builds: PC with debug functionality via CRYENGINE cvars.
Payment: €1.250.000 (paid)
== Milestone 3 - Production MS2 ==
Delivery: 20.09.2013
General Outcome: Production Milestone 2, Second Slice
Content: 
*First draft of side mission(s)
*Second and improved draft of civilian and KPA AI
*Second and improved draft of AI interaction between civilian population and KPA
Builds: PC with debug functionality via CRYENGINE cvars.
Production: 
* Release notes
* Known issues 
* Access to up to date art design/direction documentation in Developer Wiki)
Game Design: Access to up to date Developer Design Wiki
Payment: €1.250.000 (paid)
== Milestone 4 - Production MS3 ==
Delivery: 15.11.2013
General Outcome: Production Milestone 3, Vertical Slice
Content: 
* Target Visual Quality open-world gameplay experience (included, but not limited to exploration and on-foot and vehicle combat)
* Improved quality AI for civilians and KPA
* Improved quality AI interaction of civilians and KPA
* First draft pass story mission(s)
Builds: Xbox One, Playstation 4 and PC with debug functionality via CRYENGINE cvars
Production: 
* Release notes
* Known issues 
* First draft of game theme music
*Access to up to date art design/direction documentation in Developer Wiki
*Full Multiplayer / Coop (Design and Technical Design) Documentation in Developer Wiki including scope for customisation and replayability as well as UI.
Game Design: Access to up to date Developer Design Wiki
Payment: €1.250.000 (paid)
The co-publishing agreement was amended in early 2014, changing the milestone schedule from this point — read: Amended Milestone Schedule
== Milestone 5 - Production MS4 ==
Delivery: 14.02.2014
General Outcome: Production Milestone 4
Content: 
* Target Quality open-world gameplay experience (included, but not limited to exploration and on-foot and vehicle combat)
* Target quality and fully implemented (content, gameplay) HUB level
* All progression and skill systems fully implemented and testable
* Improved story and side mission(s)
* First Xbox 360 and Playstation 3 port, fully testable and in target quality
Builds: Xbox One, Playstation4, Xbox 360, PS3 and PC with debug functionality via CRYENGINE cvars
Production: 
* Release notes
* Known issues 
*Access to up to date art design/direction documentation in Developer Wiki
*Full Multiplayer (Design and Technical Design) Documentation in Developer Wiki
*Game Design for Player Progression fully detailed / documented. Monetisation Conception fully detailed / documented.
Game Design: Access to up to date Developer Design Wiki
Payment: €1.000.000
== Milestone 6 - Alpha ==
Delivery: 11.04.2014
General Outcome: Alpha as defined in Contract
ALPHA represents the shell of the final Game. The major features of the Game are present and usable but may not be to final quality. This includes basic UI functionality, full character interaction, script, story implementation, user interaction, levels, abilities, statistics (not balanced), AI, major game mechanics etc. Alpha does not represent “code complete” and so it is expected code, content and assets will change and further balancing and tuning is necessary, but all of the fundamental systems of the project should be accessible, testable and demonstrable. The content/assets of the Alpha can be underdeveloped or placeholders as long the functionality associated with the asset is testable and demonstrable. Minimum requirements are:
*major features implemented and testable as defined in the Product Specification Document
*All levels are included and playable within the build
*The version is fully playable in one session but that may include multiple Bugs as long as the session can be continued with appropriate workarounds
*Major technologies and game mechanics are active.
Content: Alpha as defined in Contract
Builds: Xbox One, Playstation4, Xbox 360, PS3 and PC with debug functionality
Production: 
* Release notes
* Known issues 
*Final draft of game soundtrack/theme music
*Access to up to date art design/direction documentation in Developer Wiki
*Translation kits sent to PUBLISHER
Game Design: Access to up to date Developer Design Wiki
Payment: €1.000.000
== Milestone 7 - Beta ==
Delivery: 25.07.2014
General Outcome: Beta as defined in Contract
BETA: marks the beginning of a master test. The relevant version includes the lead language and must be free of any major program defects. This version is feature, content and code complete. Only fine-tuning work and changes regarding the game balancing (testing of various values and parameters and improvement of operability) are performed to this version. Full master testing begins. All detected A and B Bugs will be remedied. The version is expected to be TCR/TRC compliant. Beta version minimum requirements:
*100% feature, content and code complete, including / missions/ locations / worlds, art, audio & text final according to the Product Specification Document
*free of A-bugs (readily reproducible errors which significantly influence the gameplay such as errors which cause the programme not to start or not to execute, which concern key features or the loading or saving feature or recurrent errors such as pop up error messages)
*Final text and voice-overs for lead language included.
Content: Beta as defined in Contract
Builds: Xbox One, Playstation4, Xbox 360, PS3 and PC with debug functionality
Production: 
* Release notes
* Known issues 
Game Design: Access to up to date Developer Design Wiki
Payment: €1.250.000
== Milestone 8 - Submission Candidate ==
Delivery: 15.08.2014
General Outcome: Submission Candidate as defined in the contract
SUBMISSION CANDIDATE covers all platform specific submission assets and formats according to current platform holder requirements for this milestone. Version is subject to Platform holder approval. Submission assets include at least:
*Completed submission forms
*Final certification program version according to current platform holder requirements
*Specific additional assets according to current platform holder requirements.
Content: Use contract definition of Submission Candidate.
Builds: Xbox One, Playstation4, Xbox 360, PS3 and PC with debug functionality
Production: 
* Release notes
* Known issues 
* Specific additional assets according to current platform holder requirements
Payment: €1.250.000
== Milestone 9 - Gold Master ==
Delivery: TBD
The target release date shall be September/October 2014. Crytek shall confirm the final release date nine (9) months in advance of September 2014, provided, however, that in any case the release date will be no later than calendar Q1 2015 and Crytek shall make sure that the Game can be released by then unless both Parties mutually agree to a further delay of the release date.
General Outcome: Gold Master approved
Builds: Xbox One, Playstation4, Xbox 360, PS3 and PC
Payment: €500.000
All deliverables must reflect on the mutually agreed Product Specification Document and all further mutually agreed changes to the document. 
An approval on a delivery on less than all of the platforms defined in ‘Builds’ shall not be deemed as a Milestone approval.
Sum: €15.000.000 
Crytek UK compensation for developing Homefront 2, starting June 2013:
*2013: £5130 per incurred man month
*2014 and 2015: £5200 per incurred man month