~~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~~
- 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.
- 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.