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Writer's pictureMia Capoli

Game Postmortem

Updated: Aug 27, 2019

I believe as an individual I did relatively well on this project. I was able to get most every one of my tasks done in a timely manner, collect playtesters each week, and help with any task I could.


I was able to produce multiple aesthetically pleasing assets, which is a success as an environment artist. I also was able to dip my toe into other aspects of the game, like particles, animations, and level design. I lastly got experience on a 3D game, which I did not have from last term's project.


As for negatives, I had a hard time understanding my direction throughout the quarter. Due to a lack of dedicated environment artists and other roles, I ended up wearing many hats and not being sure of what I would be doing week to week. Also, I felt like a lot of my assets weren't able to make it into the game until the last second, and I would never see how they looked until then, preventing edits until the very last moments. Lastly, I had a hard time collecting playtesters due to being unsure when a build would be made. This was no one person's fault, but I feel like more organization and hard deadlines would have helped alleviate that.

I learned that timelines aren't always clear in some projects, and being flexible is necessary at times. I'm glad I got experience as both a team lead and a team member, because now I know how it feels to be on both sides. I also learned some good pipelines for game assets, and some low poly modeling techniques I would not have learned without this game environment.


Regardless, I think the game is turning out as well as it could have. Ideally we could have used more clear planning, but all in all, I tried my best and so did everyone else!

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