The conclusions drawn from the project in retrospect
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The main conclusion derived from analyzing this project is that a game productions most instrumental asset is communication. For this project, the key to a working communication was a combination of the structure provided by the use of the MDA perspective on game development, which gave the group a common language and frame of reference when discussing every design based decision of the game. And the organizational focus that came from the use of the scrum model for planning and executing the production. These two methods put together with communication software like Skype and file transfer software like Dropbox were the foundation that made the final product possible. Another conclusion is that as a team starts working on a game project, it is crucial that they address problems within the group as early as possible, before the problems are given room to create unnecessary harm to the productivity of the group. One thing that could have been done better is prototyping and brainstorming in the beginning of the project, the group was a bit too hasty when going in to production. The problem that this caused is that many design decisions were made after the production was in motion, leading to wasted work hours spent on features that were later removed. Working on “Aggressive Bystander” was a great experience for me, I have learned a lot about producing 2D-graphics for games and evolved as an artist. |