Pre-production is for working out the Known Unknowns, so as to maximize efficiency in the timeframe. This is when prototyping occurs. Post-production is the support and patches that happen after release.
Ludo-narrative dissonance is when the motives of the player are different to the motives of the character, especially if it's uncomfortable. According to Seraphine (2016), it is a "sensation of detachment".
Fun is subjective, so lots of play-testing is essential.
'Waterfall' project management is not ideal, because it primarily one-way. It becomes difficult to go back and make changes. The best way is a merge of agile and scrum management styles. The loop of designing, testing and developing is called an iteration.
Agile is about making changes; iteration. It is highly adaptable.
Big studios don't like to use these circular iterations because it is time-consuming and expensive, but also because it can quickly become endless. At this point, they switch over to waterfall management so that the game can be finished and released.
HackNPlan and Trello are task tracking websites that are useful for managing a project effectively.
A minimum viable product is the lowest possible standard to meet the given requirements. For instance, is the game playable? Does it do what it was intended to do? It is the absolute essentials that cannot be removed without being detrimental to the game.
[Udemy C# programming courses]
Seraphine, F. (2016). Ludonarrative Dissonance: Is Storytelling About Reaching Harmony? [Doctoral dissertation, University of Tokyo]. ResearchGate.
(For convenience, find it here: https://www.researchgate.net/publication/307569310_Ludonarrative_Dissonance_Is_Storytelling_About_Reaching_Harmony )
GitKraken is repository management software, where files can be collaborated on and saved.
For next week:
Begin programming chosen mini-game
Mid-project reflection
Watch Patch Quest video