Reflective Practice
I have done some reflection both from last trimester and from the feedback I have received throughout this trimester, both in writing and in thought, however I have failed to apply it as much as I should have. I also haven't been doing well in keeping up with the written reflective practices (mid-project reflections, final reflections, etc.) and have been leaving them until later on in the trimester rather than when it's best, which is something I have to improve for further studies if I want to improve my time management skills and for the sake of my career.
I plan to make sure that, for next trimester, I will converse with my team about setting aside a day or two to focus on my reflections only as I've realised trying to juggle project work, documentation and the reflections just causes major issues for the reflections.
Using Constructive Feedback
There were times where I received feedback from my group and lecturer, especially regarding my work but also my skills and time management. At times I would post updates on my work in my group's Discord server and leave it open to feedback, either positive or constructive.
An example of receiving constructive feedback was when I received feedback for the dialogue UI for project 1, with the feedback being to just adjust a few things, and although I wasn't able to apply that feedback to the work purely because of how little time we had, I definitely understood it. I also received feedback for my menus in project 1, especially the responsiveness of the controls, and took that to improve it. I also made sure to document feedback we received on the game as a whole through testing of the game.
Time Management
I made an attempt at setting up a good plan for acceptable time management with the circumstance of going away on vacation, that being that I would try to draw one asset every night, however I severely underestimated how busy I would be on holidays.
My time management was almost as bad as last trimester's, even around the end of the trimester when I was spending too much time because I had wasted so much time, to the point where I was putting the work before essential activities such as showering and brushing my teeth. A lot of this was due to lack of self-discipline, where I would get distracted a lot and do other activities such as watch videos on YouTube.
Project Management
I've been involved in filling out and keeping with documentation throughout my two projects, as well as recording meeting minutes for every group meeting my project 1 group had via a meeting minutes spreadsheet. I have had difficulties maintaining project management tools such as the Trello and asset lists, however, as I've lost track of all the documents I must regularly maintain at times.
I have made sure I am at least active with group activities such as meetings, however, especially in project 1 where it was my responsibility to attend meetings unless impossible to record meeting minutes. There was also one time of note when I changed my process to suit other task dependencies, which was when I worked with Woody to deliver the interface for his dialogue system.
Communication
I was somewhat better with my communication as compared to last trimester as I was more active within the group Discord server and giving updates on my progress, the delivery of my tasks, etc., however I did also provide untruthful updates to my group at times, stating that I was doing well with my work when I was actually behind. There were also times I provided group members with constructive feedback, such as with Woody's dialogue and synopsis of project 1, as did the group on some of my work.
Collaboration
Because both of my projects were in groups, I always needed collaboration skills. First thing to note is the accepting of extra responsibilities—for example, in project 1, I was originally audio person only, but then took up the UI design and meeting minutes role to take some load off the rest of the team.
I could have used more collaboration in project 2 with the other asset creator to prevent the mixed artstyle issue we encountered. I felt like I couldn't share as much of the responsibility of the success of the project because of how poorly I managed my time, however, as I felt I was the weak link in the chain.
Problem Solving
There were a lot of times where I had to employ problem solving skills to solve problems I encountered, although not as much as I should have. I planned out my tasks with my holiday considered to solve the problem of reduced working time, and also solved the issue of running out of time to draw the assets by discussing it with my group and coming to the conclusion that I should source assets instead.
In project 1, I used tutorials and also sometimes consulted Mark, the campus' Unreal expert (and lecturer), to solve the issue of a lack of knowledge in using Unreal and its Blueprint system. One part where I didn't use enough problem solving was with issues I had with time, where I should have gone to the group or my lecturer earlier than I didand be honest about the fact that I was falling behind.
Critical Thinking
I found a reading by Johan Karlsson (2020) that provides tips on project management in game development from five different studios that he interviewed. One tip specifically that is brought up by Sitara Shefta from No Brakes Games is Agile, which is a model typically used for software development. The major strength of the Agile model in game development is it allows for iteration on a game through testing.
Another model that Sitara mentions that she has used throughout her career (n.d., p.12), as well as one that Gerald Huke from Frontier mentions (p.17), is the waterfall model, which is a linear, sequential model for software development. According to Kolibri Games (2019), "while rather suited for AAA studios with large headcounts and even larger budgets, the waterfall approach is often criticized for its lack of flexibility and the ability to get feedback on the product in its early stages."
Knowing this, it's fair to say the waterfall method is not entirely suited for most game projects, and Sitara Shefta understands this when she says that "it’s clear that for No Brakes Games, Agile is the most suitable."
Kolibri Games. (2019, September 24). Waterfall VS Agile Workflows [Blog]. https://www.kolibrigames.com/blog/waterfall-vs-agile-workflows/
Perforce Software Inc. (n.d.). MASTER GAME PRODUCTION: Expert Tips From 5 Leading Studios (1st ed.). https://www.perforce.com/sites/default/files/pdfs/resource-ebook-hns-expert-tips-5-leading-studios.pdf
Karlsson, J. (2020, January 28). Game Development Project Management — Tips From Top Studios [Blog]. Perforce. https://www.perforce.com/blog/hns/manage-game-development-teams