Chris Maguire Postmortem 2
What Went Right:
I'm very proud on how the levels turned out as a whole. Wells and I were able to collaborate and make a set of levels that fits really well together and flows naturally.
I think we worked very well as a team again, especially with the team size being almost doubled. We split ourselves up into subteams again, but this time, every responsibility had at least two people working on it, so there was always another person to fall back on if something went wrong and there was always someone to collaborate with.
The theming for the game turned out great. I was a bit worried we wouldn't be able to fit a whole graphical overhaul into 10 weeks, but the team all stepped up and produced something that looks really great.
What Went Wrong:
Our communication wasn't always 100%, a lot of the time people didn't know what the other groups were doing, which led to some confusion.
The balance of work between art and other teams was again a bit off; it was much better work load wise than last quarter, but the art team wasn't able to provide usable assets until later in the quarter due to difficulties in the concepting process, so we ended up having to apply the art in the last few weeks. There were a few things that we had to cut for time that I think we could have fit in if we had been more clear about what was assigned to who, instead of nebulously putting tasks out there for the teams to complete on their own. Our workflow was definitely better this term than last, though.
Lessons Learned:
Communication is vitally important to any large group project like this.
Deadlines should be set early so that teams can coordinate their outputs.
It's important to make sure every task is being addressed so things do not fall out of focus.

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