Post-Mortem
Date: Friday, December 3, 2004, 10 am to 12 pm
Who Attended: Chris Swain, Rick Nelson, Todd Furmanski, Mike Brinker, Glenn Song, Vince Diamante
What went right?
Good Process for Production
- Schedule added structure that helped productivity
- Weekly task reassessments maximized efficiently, especially at the beginning
Strong Team w/ diversified skills
- Clearly defined domains for team members (based on meetings each week)
Prototyping: key to our success
- built foundation for the whole production (psychologically and functionality)
Engine soundly designed
- Worthwhile learning experience (for Rick and Glenn, especially)
- Tech limitations defined up front, set expectations
Prototyping play mechanic valuable for team mindset
- paper model
- Director model
- in-engine game
Todd’s vision statement communicated clear mission
- Explained play mechanics
- Grew into spec
- Became the game "key"
- Everyone contributed
- Kept everyone on the same page
All contributed to design: leaders w/in each domain
- Game is fun!
- Game is original and unique
- Creates interesting social play
- Music and sound effects good
- Art, Tech, and Levels are all soundly designed
- Packaging, Rules, Flyers, and Posters
- Ghosting effect is cool, significant for usability and ambiance
Hard deadline of Sept 14th drove production
- high profile event acted as a motivator
- need for high quality product
- setting the precedent for the department/first impressions
- Robert Zemeckis, Steven Spielberg, Don Mattrick and Bing Gordon as motivation
- allowed for playtesting with gamers and non-gamers
Being able to work FULL TIME in summer helped
- focused environment
- no class or schedule hassles
What went Wrong?
Usability issues: not accessible enough to casual gamers
- Needed process for flowboard, interface wireframes
- Need to do early user testing on wireframes and add to vision documents
Lull after September 14th derailed production a bit
- 50% class responsibility
- 50% crash after 14th event
- funding problem
- scheduling issues
Underestimated time to build levels
- needed to make them playable (iterative)
- heavy maya time constraint (no toolkit/editor)
Network code difficult and needed more time for it.
- no prior experience
- user friendlyness important
Levels smartly designed but could be more finely tuned
- Needed more time to play test and refine each (10 hrs/level, multiple testers)
- Needed time to add unique set dressing to each level (3-4 hours/level for Jenova)
Story felt tacked on (it was tacked on!)
- not fully realized in pre-production
- Embedded narrative elements underproduced (could’ve been written into vision materials)
3D camera problems
- needed fully functional camera unique to the environment
- second camera added but removed due to network functionality
Needed more time to add DirectInput for joysticks
- would have added usability to game
- needed universal; feel good controls
IGF package needed polish
- proper installer
Higher production values
- needed 1 more artist
- needed 1 more coder for networking