
DIGITAL PROJECT MANAGER
The 2018 Global Game Jam was the first one I had ever participated in and it was really fun! It was the first time I had the opportunity to work under a really small time frame to create a game.
The theme was"Transmission"
Our team consisted of 2 Animators, 1 Artist, 1 Designer and a Programmer.
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I acted as the Scrum Master
RESPONSIBILITIES
- Progress Tracking
- Scope Management
- Resolve team conflict
- Adapt to issues and create solutions
- Scrum Master
- Help with UI, Art & Animation implementation
- Aid with the main design of the game

Timeline & Evaluation
This was one of the first times I had taken up any kind of authority within a game project as I genuinely wanted to come out of my shell more and see if I could handle the pressure. Some challenges I did face were gauging what was possible within 2 days, our idea had to be severely simple and the working speed of all members involved had to be taken into consideration.
We started off with the template of a deep sea game where you'd assume the role of a fish that could combat enemies using its sonar transmission to level up, gain more abilities and eventually evolve into a MONSTROSITY. Realising that it was an interesting but blatantly over scoped idea. We thought to scope more sensibly after that! Leading into a rather simple but possible idea of transmitting signals across planets. The twist? You'd have to do the satellite bouncing yourself or society was doomed!
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I look forward to the 2019 Global Gam Jam, with the improvement in my organisational skills and planning, it should be a far more successful product. As they say, fail faster!
What went well:
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The mechanic was simple and had some potential if polished further, the replayability of the game was present
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Art requirements weren't taxing as our core focus was planets
What went wrong:
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By picking a physics-based game, we had essentially invalidated an animator
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There were originally misunderstandings of how the game would progress and lack of fleshed out discussion on how the game would play as you got farther
What I've learnt:
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Retrospectively, going with a physics-based game whilst 2 people in the team can animate is a waste of resources, we should've exploited this advantage
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Creating a detailed list of programming, art and design requirements would've made production go a lot smoother, constant confusion about vision can delay and hurt development