Friday, December 20, 2013

What I did this semester

Recently I was required to write a postmortem for the past semester's projects class. In the postmortem, I was required to specifically list all the things that I personally contributed to the project this semester. I was impressed with the result, and I thought it'd be cool to post that portion of the postmortem here.
  • Wrote up contracts for outsourced artists
  • Developed art template pieces for walls in both code and geometry 
  • Created the wall size and modularity system to help faster implement levels 
  • Built, rebuilt, and scrapped levels dozens of times. 
  • Built and imported whitebox assets for early game development 
  • Imported and developed initial sound system for development 
  • Wrote crouching/peeking code for thief movement 
  • Imported dozens of art assets, including walls, obstacles, doors, pillars, etc. 
  • Hand-assigned tasks to engineers and helped communicate feature functionality 
  • Co-wrote a design glossary with Chris 
  • Developed the new process to help coordinate engineer efforts 
  • Helped schedule trips to Wahoo, ESP, and EA to show the game to pros, and invited in Shane and friends to see the game. 
  • Made a spreadsheet and schedule to have regular playtesting, and spearheaded said playtesting. 
  • Personally quality-checked every single feature from the backlog. 
  • Organized and arranged meetings with Troy D’Ambrosio for business help 
  • Added content to the game website, specifically the gameplay, story, game, thief, hacker, team, platform, and EAE pages.
  • Populated the backlog for the project (See appendix A) 
  • Managed and collaborated with our music outsource artist towards producing 3 tracks for the game 
  • Re-named the game 
  • Promoted our game at Comic Con and Utah Indie night 
  • Contacted Unity representatives to push our game via twitter 
  • Pushed drones instead of human guards 
  • Designed Tracers, SAPs, jammers, transmitters, door functionality, ping system, link placement versions 1-3, peeking system, lasers, guard traps, guard alert meters, and guard detection parameters 
  • Invited guest engineers to assist team engineers with AI pathing problems 
  • Laid out menu screen functionality 
  • Developed bug-squashing system for weeks leading up to IGF 
  • Formally presented the game to EPs 4 times 
  • Recorded play sessions for use in trailers/promotional materials 
  • Recorded/wrote tutorial audio explanation 
  • Wrote 4 versions of story premise
  • Wrote Tutorial cues content for 10 levels 
  • Designed over 20 levels
  • Developed unit-test levels for guard behavior
  • Wrote up word list and approach for unified media plan

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