WEEKLY NARRATIVE
I spent the time I could during the week to work on things, but other classes got in the way so I couldn't do too much. Still, my tasks got accomplished. I was away for most of the weekend too, but was able to get my playtesters and do play through the game to find bugs.
CONTENT WITH HOURS
- Meeting (2 Hours)
- Quality Assurance/Task Review (5 Hours)
- Memento Decor (1 Hour)
WORKFLOW EXAMPLES
POSITIVE OUTCOMES
- Got Playtesters
- Decor Memento Spawns
- Bugs found
NEGATIVE OUTCOMES
- Was away for most of the weekend w/ no access to work. Also got injured.
NEXT TASKS
Juice the game!TOTAL HOURS LOGGED THIS WEEK: 8 hours
Postmortem
This was the first time that I've worked on a project of this size and scope, and for this project, instead of taking one of the lead roles that I generally take for projects, I decided not to. I generally only did the tasks assigned to me, but reached out to do more at times when I could. Personally for this project, I think I was decent, as I usually got my tasks done on time, and tried to make it to as many meetings as I could, and for when I couldn't I talked to other members about what I missed. I did mostly programming related tasks and towards the end devoted a lot of time to testing the game, both in the build and in the editor.
Things that went right:
- Got experience working in a large group with different departments
- Learned how to pair program and about version control (and the struggles)
- Became better at using Unity
- Got a lot of experience related to testing and QA
Things that went wrong:
- Did not put in as much time as some of the other members
- Other classes got in the way
- Was thrown into the game not knowing too much about it or the codebase to work with
- There might have been too many programmers

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