Asset Management – Post Mortem

Individual Post-Mortem

What I learned most from this project is that having a solid preproduction will result in a great production process. Not all, but most of my projects had a strong foundation of preproduction documentation. Documentation ends confrontation, hesitations and any other issues that may hinder production. Methodologies were used and all documentation was handled by the Project Manager.  For this class project we did not have any of that. The project manager was practically shooting from the hip, there was no preproduction, and everyone had control over updating their responsibilities. If the first week was dedicated to crafting a game design document, art bible, and scheduled plan we would have a baseline and foundation to revert towards. The art I created was thankfully on point with the other artists styles. Since leads were not established and roles were switched, I did not take the initiative to craft an art bible. I did do a lot of research and created a plan for how I wanted to go about the power-up pick-ups. Since the theme had some relation towards arcade shooter styles, I decided to adopt some of their styles, which included emblems, rounds, and spinning golden auras. Everything crafted was ready to go for the team however, again without an art bible or GDD there was some disconnection.

Team Post-Mortem

Reflecting on what we accomplished this month was a much bigger step than what we did on our previous project as a team. Last project my artwork was never even implemented and I provided much high fidelity work. I believe switching to the alternative engine and using its blueprints really aided the developers because it provided a foundation. Even though the developers had a friendlier engine, they still lagged behind the amount of artwork and assets coming from the artists. Also, given the short time frame we had for the preproduction, there was never a created game design document and art bible, which made communication harder for the artist. Comparing to the previous project as an overall, all or most people have worked together and pulled their weight for a 40hr/month project. I feel if this project had more time and proper documentation upkeep and a preproduction, as a team we would have progressed better and smoothly.

Prototyping and Content Creation

~~Postmortem: Pizza Delivery~~

The team had the idea of creating a pizza delivery game and combining it with a cooking game where the driver’s navigation directly impacts the kitchen. The driver gathers ingredients and delivers orders while the cook is prepping the food in a food truck like scenario. If the driver drives calm, then the kitchen is normal, but if the driver is not driving calm then the kitchen won’t be either. My thoughts and design process were much different than the rest of the team members. I was hoping for a first person perspective for the cook like a cooking simulator, but instead we got a top down view. The game was much rather similar to overcooked with an added different type of hazards. The team suffered from poor communication having clarity issues, but as time moved forward things were getting hashed out better. A big lesson learned from this experience is making sure the team is strict with expectations, responsibilities, and deadlines. Without those core practices, things become less fun, difficult, and ultimately drags.

~~What Went Right~~

1. Art System: Formal documented plan – Art Bible

As the Art Lead I drafted a plan from the designer’s Game Design Document (GDD) and from their brain. The Art bible’s intentions were to aid the artists in everything they need to create a successful Minimum Value Product (MVP). Roles were documented and deadlines were discussed.

2. Structure: Position of authority

After the communication issues were attended to and worked on, a structured hierarchy was established and clarified everyone’s roles with their position of authority. It was not perfect but it was definitely helpful and a start.

~~What Went Wrong~~

1. Initial Structure/System: Too many Chiefs and not enough Indians

We are all designers, but we are not “The” position of authority designers for this project. Producers started throwing up art request forms, developers were going their separate way on designing, and the GDD was made but not by the lead designers. Structure and a system were desperately needed because so much precious time was lost.

2. Communication: Nobody can read your mind

Everyone had a different way they believed the game should proceed and did not communicate it too well. This definitely was directly affected because of the failed structure and system. We had a system in place to communicate but it was not being used effectively. After a system was established teammates were not letting anyone know that they were completing tasks, even after messaging them.

3. Ideas and Prioritization: Big ideas for a very small scope with poor prioritizing management

Having input ideas are great, but trying to establish them in the last week… The team did establish an MVP but started to add upon it before even achieving an MVP. The

4. Time Management and Effort: You get what you put into it

The final prototype speaks for itself for the amount of hours put into it. I understand we are students and have other things of life that are taking our time, but you have a job and responsibilities to own. 

5. Deadlines: Word of mouth vs. Documented

Deadlines were established but not documented and because of this certain team members failed to get their stuff in causing others’ tasks to be held back. Team members need to be held accountable otherwise the pipeline process will be compromised.

~~Post-Production Thoughts~~

  1. Differently which I also stated initially to the team that we are not going about this the correct way at all. Remaking an already made successful game and adding a couple twists with a short amount of time wasn’t the best choice of action as students. Instead of replicating the cooking we should have tried and made our own in first-person perspective with the player cooking in a food truck. Producers in charge really need to step up and take charge of the scheduling and making sure the coordination is on point with fluid communication and have no authority of design/artist work. Designers need to take ownership of the game and make sure their design is coming to life through their GDD documentation. Artist need to learn to turn their assets in ASAP and regularly check with the designers and make sure that’s exactly what they are looking for.
  2. Preproduction needs to be taking serious and given the most time. Poor preproduction will affect everyone done the road and spread like a virus. I believe since we had a poor/mishandled preproduction the team therefore produced insufficient amount of hours. Producers need to track accountability hours of each member and hold them accountable.

Methods and the User Experience

Methods and the User Experience course has educated me on the importance and benefits this profession brings to the table. User experience focusing on maximizing the customer’s satisfaction efficiency, and productivity when applying UX concepts. Prior to Full Sail I received an Associates in Human Factors and Ergonomics so coming into this class I had some understanding of UX. The goal of a UX designer is simple, their job is to create highly usable products by making the user’s task comfortable and easy as possible providing a smooth transition. Coming from the Simulation and Visualization studio, the projects in effect right now are incorporating some UX techniques. For instance, one project chose to implement full walking features. Without properly going through user-centered approach designs, it was a lessons-learned of problems relating to programming and the user becoming disoriented. Learning from their lack of UX controls, the project next in line went through different quality controls to ensure the client is comfortable, negating disoriented effects and still receiving optimal training from the simulation.  The better we understand users needs and the product we create to address them, the better our basis for the estimation of our product design and development effort and costs. The goal for the remaining of my time here with my capstone is to get acquainted and work with the UX lab to get a better grasp of their techniques and the way they look at a project form a different angle.

Game Design Reflective Essay Research Topic

The area of research my paper will dive into will explain how effective Virtual Reality training is for Military Readiness. The current training in place is lacking. Personnel are unable to retain information and lack confidence when conducting without guidance. Training environments can hardly handle recreating realistic environments and the costs of equipment or schools are exponentially expensive. Virtual Reality aims to eliminate those weaknesses and establish an up to date immersive learning environment that will result in an increased mission readiness. Virtual Reality’s impact to the gaming industry not only closes the gap but opens a whole new field of opportunities for those seeking to create serious games in the DOD virtual sector. Prior research done in month 4 only validates Virtual Reality’s ability to enhance DOD training. The goal for future research is to tie in the importance of becoming “Mission Ready” faster, efficient, and effective using Virtual Reality simulation trainings. The topic connects to my capstone because I am currently leading a project utilizing Oculus Quest wireless Virtual Reality system, that takes Tactical Radio Telecommunications into the Virtual world granting the ability to train students into Subject Matter Experts. My topic connects to my career goals of working with the DOD in simulations that will benefit America’s military saving lives and preventing avoidable deaths due to ineffective trained personnel. The ultimate goal would be to collaborate with the United States Navy in setting up future training programs for every Naval job and having a Virtual Reality device at every command.

PTM Experience

This month during my Mastery journey I was exposed to the unlimited potential Project and Team Management course. Let me tell you that this course was several months combined into one. From leadership methods of style to assessing teammates through many alternative conflict resolution styles, PTM has it all. I have about 10 solid years of leadership skills with at least 6 years related to Project Management, even so Project and Team Management course has taught myself many new tricks, style, techniques, and methodologies. The goal from this course was to learn and become a more effective communicator. We did not go to in-depth of communication tactics, but we did go over indirect ways that coincided with communication. I definitely can say that I now read others very well and assess their personalities to know how to utilize their strengths to enhance my own project. In conjunction with that we took personality tests ourselves and found out our own strengths and weaknesses. Using and understanding these features can help us in our journey during conflict resolution times. Another key feature I learned is how to budget a project and set up milestones or sprints with your team via Project Plan 365. I understand how to incorporate fixed costs and manage work, materials, and equipment. This course has also prepped me for building and tailoring my own project. I have learned how to gather the right materials such as documents for creating a Project Plan and developing a project presentation pitch. Quality management also steered my project in the right direction in terms of PDCA, Planning, Doing, Checking, and Acting during the evaluation phase. I am able to incorporate the ADDIE method with the PDCA to therefore deliver a quality product. This course has forever engrained the PLOMing mentality in my project management career. I will use these new skills to be an effective leader and communicator.

RTD Experience

My journey through the Research and Team Dynamics course was productive and challenging. Due to military obligations I had to take a month off and because of that I had to start all over with a new group. Developing a game together was very team rewarding, but also challenging for me due to taking on the role as producer. Luckily, I was able to share the role together with another teammate. Coming from the art film side I had no idea how to go about organization and task management. I tried my best in the beginning, but I gained the most experience from team coordination, trial and error, and time. Another aspect of working with a team I had to get use to was everyone had their own time management schedule. It was tough trying to coordinate with everyone in person all at once. People tend to conform when utilizing online chat communications, but at least everyone could communicate and coordinate. Besides the group activities learning proper research methods and the threats to validity helps me understand and correctly validate research of my own. My research topic dives into virtual reality efficiency and military training simulations. I will be able to use those techniques to successfully create a validated research of my own. Reading Levi’s book, Group dynamics for teams, was very inspiring filled with personal growth. I learned a great deal of team interdependent functions, leadership skills, reshaping goals and logical methods of team vs. group. I learned that working in smaller goals and having that shared task interdependence benefited the group and the project.