Desolation Place Post-Mortem
After Desolation Place's development, my team had a post-mortem where we reflected on our experience. Below is a summary of what we discussed.
What Went Well
- The player experience was gradually improved on every sprit, with impactful iterations on UI, gameplay, and player guidance.
- No scope creep occured within the team; all features planned and implemented by the player team made it into the final game.
- The 4 remaining developers on the team felt supported throughout the process; they felt that they were given actionable and quick feedback on their feature implementations.
- Members felt comfortable communicating with the team lead (Nigel) and collaborating amongst each other on their tasks.
What Went Wrong/Areas for Improvement
- Due to time constraints, some UI features were developed with no regard for reusability in future studio projects.
- Player audio needs a bit more polish (such as stopping background music when a player is in its death animation).
- One member unexpectedly dropped the project, and became unresponsive to messages from the player team lead and studio producer reaching out to him.
Lessions Learned
- Ensure that members utilize WolverneSoft Studio's general library of scripts early on in development.
- Encourage members of the studio to develop scripts in a way that can make them reusable in upcoming studio projects.
- For mid-week check-ins, attempt to set up one on one voice chat meetings with members instead of direct messaging. This will allow me to get a better sense of each developer's working conditions and a better gauge of their progress.
- Be prepared to reassign tasks to other team members if the current assignee is feeling overwhelmed or becomes unresponsive.