This post discusses the (sometimes not so) daily meetings we had throughout alpha.
Our team, like in pre-production, have used a list on trello to keep track of our meetings. Our main justification behind doing this is that we can set dates to signify when a meeting has happened, can (if need be) assign the meeting task to people that it pertains to, can add descriptions to each meeting task with what each member of the team is doing, and the Trello can be easily accessed at all times, making the meeting log incredibly accessible.
When conducting our meetings, we would typically either gather together physically or (more often) conduct our meetings over Teams. This virtual meeting helped us to quickly get into work, but would sometimes gloss over some significant details that caused issues later in development. The structure of our meetings loosely followed the AGILE workflow, with each sprint of the project being a stage of development (pre-prod, alpha, beta, gold). Our daily meetings / "scrums" (though never really referred to as scrums) would go over what we all had to do that day, along with issues we've faced or expect to face that may disrupt work. We would then discuss how to best mitigate these issues or lessen their impacts. One of us would note down everything discussed and put it into our meeting log on Trello.
Unlike pre-production, we had meetings a lot less frequently. This came down primarily to each of us drifting off to do our individual tasks rather than working on one big task together. While this did mean that I got more time to work on development, it also meant that I felt a little more directionless at times. It wasn't detrimental, but it would've been nice to get feedback on what I'm doing well and what to improve upon from my Producer. Otherwise, the meetings we did have were a little cursory and at times didn't cover much more than what each of us needed to do that day / week. Discussion on what we've done so far would've likely helped us to find out what each of us has been working on so far and likely would've helped me to avoid my mistake of misinterpreting the style of dodging system we had all intended (2.5D instead of 3D).