David Monteleone, Week 12 Journal PPJ, Blog post 8, Personal Postmortem
Communication, Team, Framework, Mini games, Motion base, Personal Postmortem, PPJ
Communication, Team, Framework, Mini games, Motion base, Personal Postmortem, PPJ
Personal Postmortem
What went right?:
1) Making
a modular system to integrate plenty of mini games.
One of the main goals for the
project was to create a system where games can be worked on in small teams and
easily integrated into the entire mini game system. Through the use of modular
scripting and not creating major dependencies, the team did this well. Moving
forward, the team is now able to break out into small groups and create any
type of motion mini game that you can dream. I saw this as an excellent breakthrough
for the team and was happy to have been a part of it.
2) Cooperation
within the team.
Although the team suffered from a
lack of solid communication, the group did get along as a whole. There were
never any personal conflicts between individuals that cost us time. I’ve been
in far too many groups where individuals end up hating each other by the end of
the term. As of now, if the group moved onto next quarter, we have a solid
relationship between everyone. I see this as being an excellent asset as friends
work together better than enemies. We are definitely a team and work to motivate
each other to do their best! As a leader in the group I worked to keep
individuals motivated to do their work and wanted the best work from them.
3) Recovering
from a rough start.
I’ll be the first to admit that
the team started out pretty rough. We we’re very confused and disorganized. The
mini game concept lends itself to getting lost in many different ideas.
However, around week 6 after having a serious group meeting, about getting our
act together, the team recovered from its rough start and turned our Alien
Arcade idea into a reality. Production ramped up, assets got finished, scripts
were cleaned up, and real work was being done. I’m proud to have been working
on a team that was able to fix so many problems and finish so strong. I’m not
sure if my leadership was a part of the recovery, but I tried my best to help
the group get out of this hole. I put many more hours than I needed into the
game to bring it back up to speed.
What went wrong?:
1) Communication
between teammates.
From my perspective, the group
suffered from individuals not keeping an eye on Slack. It also took a couple
weeks to get the entire group onto Slack. People simply did not accept the
invites to join the group even though they were sent when the group first
started. Throughout the term there were situations were individuals would go
quiet on Slack and not report where they were at on their tasks for the week.
This resulted in myself having to pick up other peoples’ tasks. Sometimes
people would do the same work and not realize two people had finished it. This
is clearly unacceptable and the team will work to make sure that all
individuals are accountable for communicating to the team next term. The leader
of the group next term will assure that all teammates are in constant
communication with the group.
2) Version
Control
From my view, the group struggled
to use Perforce throughout the majority of the term. By the end of it everyone
understood how to use it. Individuals were pushing changes that lacked .meta
files. Teammates were working on the same files at once, which resulted in
painful merge conflicts. The group spent more time than we should making sure
that Perforce was taking our changes that we made to the game. For myself,
after working through my work for the week it would sometimes take me an hour
to properly get my changes into Perforce. The group eventually ironed out these
issues, but it did keep our production slow in the beginning. In the next term
a Perforce meeting will be held to iron out any issues that teammates having
with using Perforce.
3) Lack
of a task assignment and management system.
The group used no task assignment and
management system throughout the term. Tasks were assigned on a weekly basis and
the team used the status report Excel file to figure out weekly tasks. There
was a master task list in the Google Drive, but this was not updated regularly.
This resulted in teammates not knowing when certain tasks had to be completed
and the general timeline of the production was not set anywhere. I think this
is one of our biggest crippling factors. I was very unhappy with the lack of
organization we had this term. Moving into next term, the group will utilize
Trello to fix this issue as it plagued us throughout the term.
Moving forward and how do we fix these
issues for future projects?:
I know that the team will fix
these issues in the next term. A clear leader will be assigned to the group
through a voting process. Sometimes leadership roles were swapped throughout
the term and there needs to be a clear leader to look to. The leader will be
responsible for assigning tasks through Trello and making sure that all
individuals are working on their assigned tasks for the week. There will be no
lack of communication between group mates and the entire group will assure
that. Before production ramps up in the next term, there will be a Perforce
meeting to make sure that everyone working on the game understands how to use
Perforce quickly and correctly. The group as a whole will be stronger and
better. The issues that plagued us in the Fall quarter will not carry over to
the Winter quarter. I will make sure of that.
Lessons learned for future projects?:
My personal lessons learned from
this term are:
-
Modular systems are great!
-
Team cooperation is key!
-
Don’t have slow starts.
-
Make sure all teammates communicate.
-
Use version control to work for you, not
against.
-
Use a task and management system!
Tags: Communication,
Team, Framework, Mini games, Motion base, Personal Postmortem, PPJ
No comments:
Post a Comment