Postmortem This project was some of the most fun I've had developing a game thus far. It's unfortunate that this also happened to be my busiest semester of college so far, so I wasn't able to allocate as much time and energy to this project as I would have liked, but it was still a very enjoyable experience. Throughout development, my entire team was fantastic, and I couldn't have asked for more from each of them. I think that I fell a tiny bit short, however, due to how hectic this semester was for me, along with our team eventually cutting out most of the narrative portions of the game due to time constraints, which is where I feel that I really shine in game development. Nonetheless though, I feel like I did a pretty good job as a solo designer for this project, with nobody to split documentation with, which ate up a lot of the time that I spent on this project. Perhaps the most important takeaway for myself from this project as a whole, would be that having a consis
Challenges Today, I'm going to discuss a pretty difficult sprint during production of my team's game Hero Fodder. I'm going to talk about how the challenges during this sprint affected the team and how they were handled, fixed, and eventually led to the team working better and more fluently as a whole. This was the sprint directly after Greenlight presentations, and we had already discovered that our game was moving forward. This was incredible news, and better yet, we got two new members added to our team who were the exact people we wanted, and we were on cloud nine. However, plenty of things went wrong this sprint that were a mix of our fault, and completely out of our hands. Before Greenlight, our team had grown pretty accustomed to our meeting schedule and what we did during those meeting; so accustomed that we decided to stick with what we did during those meetings without taking into account the new team members and how they liked to work. Team meetings during this s