Rex Christian Personal Postmortem

Things that went right:

  • I got to do what I love: Making 3D models of sci-fi stuff.
  • Having more artists on the team this quarter allowed us to divide and conquer, working on multiple levels at once and getting a lot more done each week.
  • Meetings were a lot more talkative with the increased team size, and we had lots of discussion and feedback regarding our plans each week.

Things that went wrong:

  • We had some communication issues early in the project, resulting in overlapping or incomplete work since we didn't fully understand what each member was working on in some of the earlier weeks.
  • Though we got our work done earlier in the week than last quarter, we still had a tendency to make last minute patches and updates just before class.
  • I personally didn't communicate as well with level designers as I should've; I sometimes pushed model and texture updates to scenes without notifying anyone, only for them to be discovered later. This never caused any real problems, just some occasional confusion.

I'm honestly really proud of how much we accomplished and how the game turned out. My focus last quarter was asset creation and level design, whereas this quarter Malcolm and Jake took over for level design, but still had other artists create the assets, which allowed us to create far denser and more impressive levels. We've come a long way from our levels just being the smog sea with some rocks or rectangular buildings sticking out of it, and that is exactly what I'd hoped to accomplish this time around.


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