Rex Christian Personal Postmortem

Personal Postmortem

Things that went right:

1: Group member roles and workloads were typically very well defined and separated. We had very few issues with overlapping or conflicting work.
2: We communicated pretty effectively and easily contacted each other when we needed help or coordination while adding to the game.
3: We all mostly agreed on our vision for the game, and never really had any arguments or disputes regarding how the game should play or look.

Things that went wrong:

1: Most of our work happened 1-2 days before the due date, and sometimes we'd even be patching bugs and getting things working mere minutes before class started.
2: Though we met on most weekends, we only planned our work during those meetings. We actually DID the work separately, only to meet right before class and compile it all at the last minute.
3: Sometimes features that were largely complete wouldn't make it in the week that we'd made them because we'd encounter a bug or slight issue at the last minute and not fix it in time. This resulted in some things being complete for weeks in advance, but not appearing in the game until much later.

Reflections:

I think the main takeaway from my experience is that our groups efficiency and communication skills were good, but misplaced due to how often we didn't actually coordinate and make sure all of our separate additions worked together until we had very little time left to fix minor issues. All we really did wrong was procrastinate our little final "make sure everything works before we build" meeting each week, but encountering last minute problems in that situation certainly caused a few setbacks.

I did, however, expand my knowledge of using git and unity both quite a bit, and got very familiar with the asset creation pipeline.

Comments

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