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Mechanical Lock off Post-mortem

  • Writer: Amv Pass
    Amv Pass
  • Aug 2, 2016
  • 2 min read

The things we done well

towards mechanical lock off is that the game designers and the programmers both understood the desirables needed for mechanical lock off and made sure they were implemented before mechanical lock off, We as a team successfully divided up the team equally into Tasks that had to be done during the week and we also kept on top of assets so that when they need to be implemented they are already created ready for juice.

The things we didn’t do so well

was that our communication off site between group members is terrible which has also led to some key assets being pushed back in the timeline which at this point in the project isn’t a good thing in my opinion, Also I’m finding that we as a whole group are not dividing are time up wisely between both of our assessments which has made it very difficult for tasks to be done on time and also people in other tasks waiting for others tasks to be completed which means we are wasting time that I think we defiantly need for this game to reach the standard we want it to be as a whole group entity that we can all be proud of.

Future changes and improvements

For the last final weeks of the project we will have to kick it up a gear and organise our time wisely into tasks that must be complete each week as we are running out of it, I would improve on the teams overall communication as a whole and a more structured and directed timeline/structure so we could keep better track of completed tasks and implemented correctly, I would have managed my time better between the two projects to ensure both get the same amount of work but into them and both being fully functional and delivered on a high standard to engage the emotions we are aiming to trigger in each game.

 
 
 

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