POST MORTEM - TEAM
What Went Well:
- We get the opportunity to show this off to a wide audience for the first time in Team Game Production 2 history
- Peer evals were super helpful, especially one on one feedback with leads/executives
- Being flexible in strike teams for milestones
- Game Designer check-ins gave the feeling of inclusiveness in design decisions
What Went Wrong:
- Feature creep and not being able to spend a proper amount of time on the game (other classes)
- The Lead Artist and Lead Designer roles weren’t properly filled, didn’t provide clear vision across team leads
- Agile development process turned into waterfall development at times, didn’t iterate as much
- Two way Game Design communication (bottom up and top down communication)
What We Learned (Even Better Ifs):
- More specific peer evaluations with actionable feedback, be more candid about teammate’s work
- Read, follow, and update documentation so everyone is on the same page
- Group critiques are necessary to maintain quality and vision of the game
- Strike teams for prototypes to test potential without wasting too many man hours
- Constantly be checking the game’s quality, and speak up when it doesn’t meet quality
POST MORTEM - INDIVIDUAL
What Went Well:
- Almost always had something to be working on, whether it was assigned to me by the lead or if I went to the lead with an idea for something I could work on that could benefit the team
- Was happy to fill a pivotal 3D modeling role for the team by creating a majority of the 3D environment assets
- There was a lot of freedom in the beginning to pitch ideas for the game, and I had a few about environment concepts we could try to do
What Went Wrong:
- Based on team feedback, I should’ve spent more time on finishing assets from start to finish instead of jumping to different assets through lead artist’s direction
- Open communication between artists and level designers could’ve occurred sooner
- Had a hard time trusting someone else to take my work and turn it into a final asset
- Didn’t work in engine as much as I probably should have, and could learn more about using the engine
What I Learned (Even Better If):
- Learned how to work with a big team of artists with different styles, and how to make them more cohesive
- Learned the importance of peer evals and how to write effective ones for my peers and how to take my own peer evals and work towards bettering myself with them
- Learned over time to talk more with designers about how they plan to use my art assets