Postmortem: Michaela Koetke
This term, the goals for the future production of Reformidant were to add more mechanics, more complex levels, and add unique art to each of the sectors to make them feel more distinct from each other. On the art side, we wanted to specifically add more 3D elements to the game. Furthermore, we wanted to incorporate more narrative aspects as well so the player can learn more about who they are as the user of the computer that has been taken over. We also wanted to ensure that Reformidant had replayability. By the end of the term, we were able to accomplish all of these goals in the additional sectors, the D drive, medal system, ghosts, the 3D wizard and background art, and popups that allow the Setup Wizard and Virus to talk to the player and each other.
What Went Well:
Task management as we were all able to get our work done
New and distinct art for each sector
New, engaging, while also difficult mechanics to the sectors
Medal and ghost systems
Areas of Improvement:
Communication between disciplines (ie the programmers know what the artists are doing and vise versa)
Keeping up with playtesting needs
Planning more frequent meetings outside of class. Ones with everyone in the group and ones for just people of a particular role
More clarity as to art direction
Takeaways for Future Projects:
Always communicate everything! Ensuring that everyone, especially the people in the same role as you or leads know your progress on a particular task or are aware of road blocks
Create more concept art or moodboards as well as an art bible in the first week or two to ensure art direction is firmly in place for artists to follow
For weeks we have playtesting, ensuring that it’s part of the timeline for the week, not just a tacked on “if we have time” thing.
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