Post mortem


Finally, we have arrived to the finish line. After a long year of work on this project, we can all proudly say that we are done! 
During this project, we had many ups and downs that are expected in any team. Gladly we can say that our team thrived no matter the obstacles. Last week, Grave Affairs was presented at the Spectra showcase and the table was surrounded by people of all ages, constantly having someone trying out a game. It was a pleasurable experience and rewarding end of the working year.

There were many positives that the team did well through out the project. As a team, we:
- Met and managed our deadlines well with good scope and timeline planning
- The art team worked excellently and was well prepared, as well as have a good output of production through out the year
- During all game presentations and play tests, the game always received a positive feedback and had good reviews
- The original scope and plans for the game were met and all essential production was implemented
- The problem solving

There were several hiccups and issues that  our team encountered through the semester. Most we managed to overcome but some factors interrupted the flow of the game:
- Planned roll-out and several important features fell short due to unexpected conditions and situations
- Communication issues at times would occur with some members working on different flows during the project
- Turnout and time management of the meetings was unprofessional and not well-managed

If we would do this project again, there are several fix ups we would do to improve the project and the finished result that came out in the end. Firstly, we would have a proper breakdown of the concrete timeline in the beginning of each semester. Having a full overview of the projects sets a proper vision, making it easier to plan out the deadlines and milestones. Secondly, an important factor that was lacking is knowing the skillset and abilities of each individual working on the game. Many issues in the project occurred due to someone being expected but lacking skills to complete a task. Lastly, due to the project layout we had a heavily unbalanced skillset across the team. If we would have a choice over team members, we would have picked more programmers to complete the scope of the project.

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