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  • Joseph Siehl

Production II Blog | Going Forward

The Verdict and the Team:

On Sunday, February 17 at around 10:00 PM, I received word from product owner and fellow designer Wesley Weitzman that our game, Snowball Showdown, had been selected as one of the two games from our class to go forward. It took around two hours for our professor and each team's representatives to come to this conclusion, which was mostly a result of our class having several great games with potential to move on.


On Monday, February 18, we arrived in class at the usual time. Professor Wiley congratulated us all for our presentations and then-current progress, before then preparing to distribute the two cut teams' members between the two that remained. With their combined input, we ultimately decided that each team would receive five new members. We gained an artist, two designers (bringing the total up to four), a third programmer, and a second producer.


This made our group far more intricate and more difficult to manage due to conflicting schedules, but at the same time, it also gave us access to a variety of roles we needed to really flesh out our game and allow it to provide a better player experience. Designer Aiden O'Connor, for example, took on the role of our team's sound designer, while new programmer Kelly Herstine showed a remarkable interest in helping to create our game's networking features. Our producers Chris McCammon and Max Blake also configured our schedules to find times we could meet up, which helped considerably when we set to meet up on the following Tuesday to plan out our sprint and on the following Wednesday for a work meeting.

 

Sprint Meeting:

Though we decided upon our roles and basic goals for the project during our Monday class, our team met up on Tuesday, February 19 to discuss our plans for the first major sprint in detail. This allowed us to divide the work up evenly among each member of the development team, with each of us being assigned a task to complete by the next sprint. I was given the task to document several in-game values, for example, which would then allow the other designers to easily understand and change variables as needed. With our work decided, the team split, and we prepared for our work meeting the following night.

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