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Thursday, July 8, 2010

jordan postmortem

What went right:

Well I am very proud of the product we have come up with, although it is quite different from our initial idea, we have come to something that is much simpler in scope and concept, yet still fun and satisfying as a project.

What went wrong:

Aside from me being a turd from time to time, I feel like what went wrong is that we sort of didn't really understand what to expect from each other and how to get the best out of one another.

What would I change:

If I could have become a lot more interested in getting my work done from the start, then I think I would have been a lot more proud of what I have done. Although what I did I am satisfied with, I know that I could have done much higher quality work.

after death... right? thats what this thing is right?

WARNUTZ! ... looking back... looking forward...

What worked for us as a team?
As a team, we helped each other well, though some of it came in spurts, and at times to some but not to others.  I know that when we had our meetings, and when stuff was getting worked on, we spent a lot of time talking over things, and talking together about what to do and how.  I think we also had the same view for the game (for the most part) and that helped when we were trying to create new things, or alter our old ones. 

We also had a few people that jumped up and took over extra work when things were getting sketchy.  I know we all at one point worked harder then we thought we would need to, but I wanted to thank Lionell and Trevor and Paul for a lot of extra work that was put in on the game when the game was short of where it needed to be.

What didn't work for us as a team?
We didn't want to hurt feelings, and i believe that we could all go back now and say "wow that sucked when it was at this point" or "how did we let that go on for so long"...  But we didn't want to upset anyone and because of that, we didn't push each other far enough. 

I also think that we didn't keep in touch over changes or details at times... and sometimes people wouldn't know what was going on.

What worked for ME?
I think that the level assets turned out a bit better then I thought they might have, though they didn't come out quickly enough.  Luckily when Lionell decided on an art style, it used a technique that I've used before.  I did have an issue with line quality, and resolution and other things along those lines... but i think the final art style looked real well when it was applied to all the assets.

What didn't work for me?
I don't want to sound like I'm always falling back on this excuse, but I always think I'm capable of more in a short period of time then I am.  Scope Scope Scope!!!  Platforms game me trouble and trouble and trouble, and because of that I never moved on to new levels, I kept trying to perfect my assets.  And I probably could have fixed that issue if I would have kept my mind open and talked to people.  The final platforms weren't done until the game was nearly due.  They should have been figured out a long time ago so I could have moved on.

Moving Forward!
I plan to apply what I've learned already to the flowcharts and level plans that Max and Lance have been working on for level 2.  I would really like to be able to have a 2nd level for our game so that we can show some depth to the idea.

Starting over?!
If I were to go back and do this again... I'd have pushed myself harder.  I have some good stuff at the end of this project, but I could have had more, and I think we could have made much more if we pushed each other more.  I know its a learning experience, but I think i would have liked to have more game content.

Id like to thank you all for putting up with me for the past 20 weeks, I know I Can be a pain in the butt and am loud and obnoxious at times but you guys managed to deal with me... thanks everyone.

My Final Blog for Our Project ;)

What went right? I have a great imagination that I added to our weapons their own unique thing that went well when I finally got the right art style. I feel we grown on each other over these last 20 weeks . I'm proud we got our level finalized we've come a long way.

What went wrong? I feel that I let my self down and you all as well because I know that I possibly should have had at least 2 more levels worth of weapons. My mind was all over the place I wish that my pride and ego would have let me ask Jacob and lionell for help sooner.

What I would change? I would have to work harder on making my stuff more finalized. I know I have many ideas I can bring to the table but I need to finalized the first one so I can move to the next.

Phil's Post Mortem for U.I.

Hello All,

The twenty week process in Team Project was a great experience. The one strength I did have in this class was not taken advantage of, and it was my fault. I have a lot of experience in being a leader at work and wanted to do the same in Team Project. At the beginning, it was addressed that I was interested in being leader for Team Project. Instead of forcing the idea of me being leader on the team, I stood back and let the team decide who they wanted to be leader. The team had more confidence in Jacob, so I said ok and took a back seat. In my military career, I learned that people need to feel comfortable with a leader to have a smooth process. A lot of the team was working together for the first time and we didn’t need any drama because someone didn’t agree with me being leader. Since this was a team environment, it wasn’t about me and my need for a resume addition. So I did the best I could to play a supporting role to Trevor and Jacob, who both did a great job by the way.

I have a lot of weakness, as you all well know. I won’t make any excuses about that. I am not a designer or an artist. The U.I. area was the only area I could go to do the best I could do. I know my designs weren’t the best. I thought I could do well with the art bible, but everything was pixilated. I’m not a technical guy by any means. I did what I could with what I had.

What I would have done differently is set aside time to read books on designing. While working a fifty hour work week isn’t easy, I should have tried to stretch more time to research design to pull my weight for the team. It was a pleasure working with all of you.

Lionell's Post Mortem

What went right?

There are a lot of things that went right; we got a working game, a working website, and team experience. We all came to gather to produce a hell or a game. There was some bumps on the road and some emotions that flared but out of all that we still finished. I personally finally did what I should have done at the beginning, rise above and take some responsibility. it made me a better person and very tired.

What went wrong?

One of the major thing that went wrong was communication. At the beginning the communication of the group was lacking and throughout the class the communication levels felt like a sound image. At some points it was great and at other points it was non existed. Another problem was critiques. We were all too soft on each other and mistakes were made and not fixed. But being a total dick about things don't suit most of us.

What I would Change?

Being more direct would help if we were more direct with each other then the game would have turned out better or we would have killed each other but i am willing to risk that. I would have to go out side my normal zone to achieve such a job. Other than that I wouldn't change anything big, Some might disagree but I feel the game and how we put it to gather was great. Like I said before communication was off and as everyone know some people didn't pull their weight. Things like that I would change, but I can't; that's a personal problem and we all have it.

Trevor's Post mortem

What went right?

It’s hard to nail down every single thing that went right in the creation of Warnutz. If I had to pick one thing to start this off, I would have to pick the control scheme. Right up to Interfaces, our controls scheme used the keyboard and mouse. It was set up like a first person shooter game, even though our game was a side-scroller. After getting a lot of feedback from testers, and from the comments at Interfaces, we finally went with a standard control scheme. We also were one of the first team project classes to have a fully working game with a beginning, middle, and end to it.

What went wrong?

As a team, the only thing that went wrong was all of missing our milestones as a whole. Individually, I believe that we all did complete our milestones whether it was in game or not. We also were not as critical with one another as we could have been. If someone missed their milestone or didn’t contact the team for a period of time, we just let it slide.

What would I change or do different?

If there is one thing that I would have done differently would be to create better design for the menu. I would also make sure that everyone knew a decision that was made more publicly known and in writing, not verbally. For example, the control scheme that that we came up with after Interfaces. I feel that with more communication, there would have been a lot more added and done with the game both visually and mechanically.

Post Mortem team project 2

1. What is my strength? I am a hard worker never give up. Keep working even if told to redo the project. I work well with my team. Follow direction on how to fix my work.

2. what is my weakness? sometimes doing the same work over and over is hard. I realize nothing good comes easy it take work. I am not an artist cannot draw.
I cannot model human characters.

3. What would I do different? Used team members to record their voice for the team project.