What is Upheaveal?
Upheaveal is a 3rd person couch co-op game.
Similar to dodgeball, players can pick up and throw objects in the environment to knock out their opponents.
The game is built around quick, bite-sized game rounds that players of all ages can easily understand and jump into.
Steam
Production
Trello
The main tool I used for organizing and assigning tasks was Trello.
When deciding on the game's design, creativity was something we encouraged, so no matter how out of scope an idea was, it was added to the board. I then organized the tasks into:
Required Goals
In-Scope Goals
Out-of-Scope "reach" goals
Using this board, I kept up productivity among team members, they were able to immediately start on their next tasks and I could use the progress, or lack thereof, that I observed to begin reorganizing the board or reworking and rescoping the game.
Stand Ups
The team relied on each other's work, so keeping everyone up to date on the progress of the project was something we focused on.
I achieved this through stand-ups, we had slides for everyone to quickly lay out what they had done and what they were still working on.
To avoid affecting the productivity of development time, I scheduled the stand-ups only once every 2 weeks and the slides were run through quickly, only conveying the important information and opinions.
Roadmaps
Development
Creating Individual tasks and presenting progress on them was helpful in the short-term, however roadmaps helped us in the long-term.
Laying out what we needed, and realistically could achieve on a limited timescale, gave us a strong understanding of where our focuses should be, how much time we could allot to each goal, and how we should proceed post-launch.
Post-Development
Having a post-launch development is no longer just a want, but a need in today's video game market. Laying out the groundwork for the project's future was critical in solidifying the game's identity among the team as well as providing future flexibility for the project.
Plan B Development
It was also important for us to consider how we'd manage missing the deadline for the minimum viable product. Planning on issues arising during development allowed us to mitigate much of the risk that came with them, adapt the project more easily, as well as shine a light on potential failure points across development.