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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

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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:

 

  • The mechanic was simple and had some potential if polished further, the replayability of the game was present

  • Art requirements weren't taxing as our core focus was planets

 

What went wrong:

 

  • By picking a physics-based game, we had essentially invalidated an animator

  • 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:

 

  • 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

  • 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

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