Pre-production is underway, and so far it's been interesting exploring my role as official game designer. To this point, it has meant gathering everyone's design, feature, and backlog ideas and making sure those ideas are clearly communicated to the team members. Then, along with Jesse (our team lead and Scrum master) and Bob (our product owner and executive producer), I've helped to cull down those ideas and create an official release backlog for our alpha goal. My job has really come down to ensuring that everyone has the same vision of what the game should be, can be, and will be.
I'm excited to see exactly what else my responsibilities will include, but I'm trying hard to make sure that I'm at least as busy and productive as every other member of the team. There hasn't been a lot of nitty-gritty in terms of design tweaks and optimization yet, so I've tried to fill in where Jesse needs help, acting as associate producer with items like research and team communication.
Besides that, I've also worked with the engineers quite a bit to find the best plug-ins for Unity Pro (our development engine) that will make the implementation of our game design run as smoothly as possible. We discussed heavily exactly which platforms of release our design lends itself to, and we've worked together to put into perspective what can realistically be achieved with the time and resources we have.
All in all, it was a good week, and though we have a couple weeks before we start our development sprints (GDC! And Spring Break!), we've got a great start on focusing our efforts and maintaining unity and vision of what we can accomplish as a team. Can't wait!
- Troy
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