Personal Postmortem
What went right?
-
Collaboration
The modular structure we’ve set up for our game has made it very
open for a collaboration of ideas. I felt that it was great that we were able
to use our initial individual concepts to test the process of making a game
work as one consistent game, despite have such broad differences in the initial
ideas.
We could have started with a fresh batch of game concepts, but I
felt it was a beneficial experience for our team to take on the challenge of
adapting games that were not initially designed for Alien Arcade. Since we were
able to make it work effectively, I feel that it proves that our team is adept
at collaborating with people whose ideas and goals are diverse.
I also like that we have built a space that is open to taking
risk with little loss. Our game gives us the opportunity to try experimental
ideas without worrying too much about failure, since losing a min-game is not
as significant of a loss of losing an entire project.
-
Team
Development
Initially,
we had a lot of issues coming together as a development team. But over the
duration of the course, we have all learned from our early mistakes and have
made significant progress in creating a more efficient workforce.
While
we still run into the occasional mistake or miscommunication error, they tend
to be minor in comparison to our early issues. I am also confident that our team
has the awareness needed to improve our work habits for a smoother run next
quarter.
Not
only have we improved functionally, but we have also grown together personally.
We all take pride in the work we have accomplished together and have
significant respect for each other.
- Strong Aesthetic presence
On the
art side of things, I’m personally proud of the theme we managed to develop for
our game. Since the beginning everyone was involved in narrative elements of
our game, and we were all interested in the setting we wanted to build.
I feel
the idea of space carnies is a great way to develop a humorous, devious species
and the idea of abductions and captives adds a nice touch of fear for the
player.
Aside
from ideas, we also have great assets that can easily be used across multiple
games. We also have a lot of artwork that is effective at communicated our concepts
and is great for promoting our idea publicly.
What went wrong?
- Communication
This
was especially problematic early on. I felt in the beginning it was easily to
get lost in what was assigned and who it was assigned to. I didn’t just have
problems with this amongst the artists, but it was also an issue that occurred with
the programming side of things.
Despite this being a major
issue, I felt we handled it well as a team. I felt a lot miscommunication
stemmed from our lack of organization, which we realize now and plan to address
in the future.
- Changes in Ideas
In
relation to the miscommunication, I felt our ideas were hard to confirm as
decided upon officially. I felt this was especially prominent regarding themes
for mini-games. I feel like this was primarily due to a lack of a well discussed
asset list or Gantt chart.
I felt
task priority was also hard to establish within the team. There were some tasks
that were in higher needs of completion than others. There were also tasks that
I felt were high priority, but after working on them and handing them off, I
realized their priority wasn’t as significant as I once thought.
For
example, the bodybuilder asset was viewed as a high priority when being made.
But after his completion, I realized that the efforts put into him should have
been applied to other assets first. However, he has gained a lot of popularity,
so it was not a full loss.
- Deadlines
I
struggled with this personally. Unfortunately, the bulk of my class assignments
this term were due early in the week and demanded a lot of attention. Combined
with preparing for co-op, I had a chaotic, unpredictable schedule.
This
combined with the miscommunication and organization issues early on in the
project, led to a lot of assets being built the night before class. While it
was relative easy to just roll the implementation of assets over to next week’s
sprint, I would have preferred to have my assets completed earlier.
This
was not only an issue of mine, but an issue experienced by other members of the
team.
Moving
forward and how do we fix these issues for future projects?
The majority
of our team, including myself, agrees that a lack of organization was our
biggest downfall. We thought perforce, meetings, and slack would be enough to
manage an effective workflow for our project. Unfortunately, we were wrong.
In
reality, we should have been making use of organization tools such as Trello.
Even if it would not be our primary source of communication, it could serve as
a guide for tasks assigned. There would also be no confusion as to what ideas
were “official”, for tasks in Trello could be viewed as confirmed.
Despite
the lack of organization, we still managed to pull ourselves together as a team
and make great progress while acknowledging our mistakes and learning from
them.
Lessons
learned for future projects?:
- Record everything major stated in meetings and keep it posted it
in an easily assessable location.
- Map
out a detailed list of assets early on and actively communicate changes that
are made to that list.
- Always
use organization tool, such as Trello, even if you think your current
communication methods are fine.
- Always
ask others about the current state of things, especially if it directly
involves your work.
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