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Michelle Zhong

Michelle Zhong PostMortem

I think as an individual I did relatively well. I completed most of my tasks in a timely manner as well as tasks I wasn't assigned to, I was usually able to get playtesters every week and helped fix problems wherever I could.


Positives:

-I was able to quickly learn new aspects of Unity Animations, Particles, and other engine specifics to complete tasks and do a lot of new things.

-I designed and reworked a much more efficient Level Generator.

-I got to help design the Enemy AI system and help other developers in general, working together to make things more efficient, as well as write up a helpful document for the Art team.


Negatives:

-Most of the time I had to wait for other people to get their stuff done, mostly artists.

-Also, I spent a lot of time debugging and fixing other people's code (which is actually kind of a plus, but also sometimes slowed down my own ability to develop if it

ended up a blocker).

-Sometimes there were large communication problems/issues with arguments over the channel, the dev team and the art team having different ideas on what was going on/what is being completed.


Lessons:

-If you're waiting on other people to get their things done, and you don't have any other tasks, optimizing code and making assets more streamlined/better designed is a great way to spend time

-In a large team sometimes people call out others and its not always the best policy, especially when the same mistakes are being made over and over, in which case the best policy is usually better documentation and instructions rather than a yelling argument.

-Prioritize. Life happens and everyone is busy, so it's important to cut down the fluff and get the really important things in when possible


Overall, if I ever do another Game project again, I will try to resolve things so that we do not have to mediate arguments. I would also try for better inter-team communication, since communication within subteams is great, but between teams not so much.

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