Wednesday, September 12, 2012

Post-mortem

Our first game has reached it's conclusion.  The presentations today were all great, and it was really awesome to see the final state of everyone's games.  They all look really impressive.  I'm really looking forward to seeing what we all come up with for our future games.

In our post-mortem afterwards one point came up over and over again.  Communication.  Everyone universally agreed that we could have done a much better job at communicating with each other, especially cross specialization (i.e. producer with engineers, engineers with artist, etc...).  Of course, next time with SCRUM in effect and stand up meetings going on every time the group is together this should be resolved, but it's good to keep in mind.

Common key highlights of the game process included getting collision code in, getting actual artwork into the game, and of course, finalizing the game.

The postmortem process itself, I felt, was very useful.  It was really nice to sit around with the group and talk about what we'd done, how it had worked out, and what we think we could have done better.  And while we definitely feel that there are a few things we could have improved on, all in all we all really seemed to feel that things had gone incredibly well.

Personally, looking back, it's great to see how far we've come since that first week when we were all struggling with Moai and it felt like making a game with it was going to be impossible.  I love the game we ended up creating.



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