Sunday, December 8, 2013

Dylan: Postmortem

The Good...


  • We had enough people to give each person a specialized role.  This allowed everyone to contribute their best skills to project instead of people having to take time to learn new skills.  In a fast paced project like this we didn't have the luxury of spending a week or two to learn new skills.
  • Our team actually did a pretty good job working together and getting stuff done.  That wasn't true all of the time but things could have been much worse, especially when you look at some of the other groups.  For the most part we met all of our deadlines and provided high quality work, and I'm proud that our team was able to do that.

 The Bad...



  • Communication was one of our biggest problems early on.  It wasn't clear what people were supposed to be working on and when it was due so we ran into a few situations where work didn't get done.  Eventually we figured out that all of our communications needed to be posted publicly so everyone knew what needed to get done.
  • Not everyone put in the same amount of effort into this project.  Some members of the team were very passionate about the project and went above and beyond to make the game better.  Others only did the bare minimum of what they were assigned to do or submitted substandard work.  It would have been nice to see each member of the team put in a comparable amount of effort into this.
  • We had our fair share of technical difficulties with Git and Unity.  Doing pretty much anything with Git would involve the Git repository getting messed up and being forced to reclone it.  Also we weren't able to use the main purpose of Git since we cannot merge Unity binary files.  Every time someone wanted to work on the Unity project they had to notify everyone else to make sure no one else was working on it. 

No comments:

Post a Comment