Busharium - Producing
Outside of our official asset list we had as a team, my producer asset list helped me have a conversation with each of the members to get an idea for how long each task could take, along with crunching those numbers into a spreadsheet to get an idea how much time would have to be spent in & out of class, and what might need to be cut if something needs to be. These estimations were always slightly exaggerated on my behalf just to take into account something going wrong.
The Burndown Chart was a great visualisation of the hours we had predicted plus some more. It never was 1:1 with the end result but gave us a solid idea beforehand how long these tasks could potentially take. It was something I had made for Light’s Out with help from my previous teacher Joel Hayward, and something I reused and iterated on for Busharium.
Sprints were decided to be done on a per week basis - it was done in a spreadsheet that the team would gather around and talk together about at the start of each milestone, and reflect back on at the end of each week if needed. Sometimes things would get changed, but that was also reflected in both Hack n Plan, and also our reflection sessions at 12pm every Wednesday.
Reflecting at the end of each week enabled the team to think critically about how the week went, offer support for one another and realise where we currently are. This was a great opportunity for members to realise what they might need to get done in their own time outside of class, or reschedule for later in the milestone, and generally a great oppertunity to talk about where everyone is at, outside of Hack n Plan.
During the end of Beta and heading into Gold, we spent some time thinking up some things we would like to get implemented before submission, and spent some time rating them so we could figure out what was the easiest and most rewarding, and figuring out how we should prioritise them. This was a great way to figure out the “low hanging fruit” we could easily implement to make the game feel more cozy.