Duration
32 Weeks
Team size
25
5 programmers
9 artists
11 designers
Team size
25
5 programmers
9 artists
11 designers
Engine
Unreal
Unique atributte
Online multiplayer
Unique atributte
Online multiplayer
Based on PRINCE 2 Risk analysis combined with a research paper on cooperation (Flemisch, F., Abbink, D.A., Itoh, M. et al. Joining the blunt and the pointy end of the spear)
I created a Risk/Opportunity/Feedback management document. In the document, these are referred to as 'topics.' Topics are logged with a priority rating, a response plan, and are delegated to a member of the team.
Unlike normal risk documents, logged topics are also contextualized inside the project. This is done by classifying the topics with a relevant high-level 'effector' on the project, which are referred to as 'blunts.' Each topic is then explained with the context of its blunt.
For example, if a stakeholder mentioned during a review meeting that our game does not have lighting set up, the relevant blunt for this topic would be the current sprint goal, which didn't include adding lighting to our game. Usually, a comment like this would cause panic in the team, but using the topic review, we can logically explain why this happened. We can then create an action plan to add lighting in the next sprint
Based on PRINCE 2 Risk analysis combined with a research paper on cooperation (Flemisch, F., Abbink, D.A., Itoh, M. et al. Joining the blunt and the pointy end of the spear)
I created a Risk/Opportunity/Feedback management document. In the document, these are referred to as 'topics.' Topics are logged with a priority rating, a response plan, and are delegated to a member of the team.
Unlike normal risk documents, logged topics are also contextualized inside the project. This is done by classifying the topics with a relevant high-level 'effector' on the project, which are referred to as 'blunts.' Each topic is then explained with the context of its blunt.
For example, if a stakeholder mentioned during a review meeting that our game does not have lighting set up, the relevant blunt for this topic would be the current sprint goal, which didn't include adding lighting to our game. Usually, a comment like this would cause panic in the team, but using the topic review, we can logically explain why this happened. We can then create an action plan to add lighting in the next sprint
To effectively manage this project, I relied on the AGILE methodology of working in iterative cycles focused on tangible goals. At the end of each sprint, I conducted a retrospective and review meeting with the team. During these meetings, we examined the product and compared it with our sprint goal. We also reviewed our pipelines, communication, and coordination during the sprint.
Using the insights gained from the retrospective and review, I met up with the leads of each discipline (design, art, and tech) and the SCRUM master to plan the next sprint. The discipline leads represented what their teams wanted, and the SCRUM master and I focused on maintaining a realistic scope. The new sprint plan would then be presented to the team, and after everyone agreed, we divided into strike teams and started planning their tasks.
During the sprint, I held daily stand-ups with all the strike team leads to ensure tasks were being completed and to monitor risks.
To effectively manage this project, I relied on the AGILE methodology of working in iterative cycles focused on tangible goals. At the end of each sprint, I conducted a retrospective and review meeting with the team. During these meetings, we examined the product and compared it with our sprint goal. We also reviewed our pipelines, communication, and coordination during the sprint.
Using the insights gained from the retrospective and review, I met up with the leads of each discipline (design, art, and tech) and the SCRUM master to plan the next sprint. The discipline leads represented what their teams wanted, and the SCRUM master and I focused on maintaining a realistic scope. The new sprint plan would then be presented to the team, and after everyone agreed, we divided into strike teams and started planning their tasks.
During the sprint, I held daily stand-ups with all the strike team leads to ensure tasks were being completed and to monitor risks.
Retro specetive and review
Sprint planning
To maintain a clear vision of the project, I organized multiple vision alignment games to maintain vision cohesion. Here are a two examples (At this point our game was called lil spoops):
Game genre map:
In this game, the team splits into groups, and each group is tasked with creating the cover art for the game's box. The artwork should include elements such as art demographics, key selling points, etc. The main idea behind this game is to focus the team on the customer and what they will find interesting about the game. Additionally, it helps to identify the features of the game that the team likes the most.
Game Art Box:
In this game, the team splits into groups, and each group is tasked with creating the cover art for the game's box. The artwork should include elements such as art demographics, key selling points, etc. The main idea behind this game is to focus the team on the customer and what they will find interesting about the game. Additionally, it helps to identify the features of the game that the team likes the most.
To maintain a clear vision of the project, I organized multiple vision alignment games to maintain vision cohesion. Here are a two examples (At this point our game was called lil spoops):
Game genre map:
In this game, the team splits into groups, and each group is tasked with creating the cover art for the game's box. The artwork should include elements such as art demographics, key selling points, etc. The main idea behind this game is to focus the team on the customer and what they will find interesting about the game. Additionally, it helps to identify the features of the game that the team likes the most.
Game Art Box:
In this game, the team splits into groups, and each group is tasked with creating the cover art for the game's box. The artwork should include elements such as art demographics, key selling points, etc. The main idea behind this game is to focus the team on the customer and what they will find interesting about the game. Additionally, it helps to identify the features of the game that the team likes the most.
Back to home page