Postmortem

Hello everyone!
So our project to create a Shoot Em’ Up game as come to an end!
Our team decided to create the game Umibozu, like many others.. Fist of all, deciding to create a game which a lot of classmates also chose to create had its perks and cons. It was i bit boring to be just one of many, to not be unique in a way, but from learning perspective I highly recommend it. When you create a game with the same concept you can learn a lot from your classmates, to see how they tackled problems we also encountered, or to see how they twisted the concept to either fit their group dynamic better, or to be more unique.
When you everyone creates different games its hard to relate to their progress in the same way.

While creating this game we used a scrum method with sprint meeting every day, and deadlines each week and documented everything while me made progress. This method worked very well for our group, but you probably could have used it more efficient. We were very humble in the start, and didn’t count on a lot of obstacles that might show up a week into the progress. So we could have solved this but starting the project head on and do as much as we can do on our task list from the start.

I struggled a bit to find my role as the designer in the group, and I don’t think I was the only one who had this problem. But I had an amazing group and we got along very well. Of course having the group dynamic we had was amazing, it also came with some problems, for me at least… We communicated a lot, so as soon as someone had any problems we brought them up immediately, and we cooperated with everything. We made every major decision together as a group.
So since everything was working out so well with my group, I didn’t really get the chance to stand up. I did what I had to do for our project, but then I mostly just asked if there was anything else I could help my group with.
I did learn to take up some space the last weeks, but it took me a while to get into the designer position of the group.

So overall it was huge learning process for me to do this project, but mostly just to find my part in the group. The biggest obstacle I had was a functional group, which is really not something to complain about.

2 reaktioner till “Postmortem

  1. Hello Simon, my name is Carl and I was the lead designer for Group T, and I’ll be the one commenting on your blog this time. 

    This was an intresting read, since I would say that I could relate to most of it and I would say you explain what you’ve learned pretty good. I can understand the feeling of not really finding your position in the group, since the most our job is basically being a QA, do simple documenting, and the one deciding what is good and bad. I was in the same situation with my group, and when you have a very well functioning group, you don’t really know how much you are contributing. It’s good though that you eventually felt that you understood your position and contribution. 
    It’s also very understandable to why chosing Umibozu had its pro’s and con’s. Since you had more people to share ideas with and it being hard to differentiate from the others.

    The only critique I have is that you didn’t really explain how your game turned out, like what you might’ve changed or what you were proud of.

    Overall, I’d say that you explained what you’ve learned to a easy and understandable amount. 

    Have a good one. Peace!

    – Group T, Carl HvB

    Gilla

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