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CosMind
Nov '06
1
Jack-O! (quick halloween collab project) post mortem CosMind // 19:26
i know this isn't really a blog entry (heck, i don't even know how to blog), but i couldn't really determine a more relevant section to plop this in.

i'd like to kick start a post mortem reflection on the recent halloween collab, Jack-O!

for those who don't know what a post mortem is, it's basically a free-form reflection on how those involved percieved the entire experience of the project - the process of creating it, along with the final creation itself.

the main goal of a post mortem is to generate a knowledge and learning base for future projects.  a history lesson, of sorts.

there's no real format requirement other than trying to maintain a point form factor (i.e. collected bullet point statements rather than long expositions).

(i'll be dropping my own thoughts on the following matters in the next few days, too)

so, for those who took part:

- what do you feel went right about the creative process?

- what are some of the things that can be done to carry such successes into future projects?

- what do you feel went wrong about the creative process?

- what could be done in the future to improve upon any of the aforementioned shortcomings?

and, for those who both took part, and also those who did not but have played with Jack-O!:

- what do you feel are the strengths of the finished creation?

- how can the concepts behind these strengths be carried over into future creations?

- what do you feel are the weaknesses of the finished creation?

- what could be done to mitigate similar weaknesses in future creations?

BBaller
Nov '06
1
Re: Jack-O! (quick halloween collab project) post mortem BBaller // 19:58
- what do you feel went right about the creative process?
The planning at the beginning allowed members to contribute where they could.  The project was divided into sections, so that multiple people could work on different game files that would later be merged.

- what are some of the things that can be done to carry such successes into future projects?
Plan ahead and give yourself plenty of time to accomplish your goals.  Set tasks that are independed from one another so that multiple things can be done at the same time by different members

- what do you feel went wrong about the creative process?
I think we just needed more time, but everything seemed to go pretty smoothly.

- what could be done in the future to improve upon any of the aforementioned shortcomings?
It would be nice to have a main topic where all members can detail what they are adding and check them off once they are complete, this way everyone can see what is being done on the game (organized by date)

- what do you feel are the strengths of the finished creation?
It has a consistent atmosphere, I think.

- how can the concepts behind these strengths be carried over into future creations?
Set a style early on and make sure that all members are aware of the final image we are trying to attain.

- what do you feel are the weaknesses of the finished creation?
The carving system (the main portion of the toy) could be improved, and there was a bug with surfaces.  Music track is a bit short also.

- what could be done to mitigate similar weaknesses in future creations?
Just make sure to give ourselves plenty of time to finish what we plan.

Unknown
Nov '06
1
Re: Jack-O! (quick halloween collab project) post mortem Ds // 23:01
- what do you feel went right about the creative process?
Well BBaller seems to be a natural leader and in some cases really put the pedal to the metal and did most of the work. If it wasnt for him then we wouldnt be done right now. Such a person being in charge is exactlly one of the reasons this worked out so well. Also diffrent people jumped on diffrent parts and just did what they had to do in a timelly fashion. People just focused and got things done.

- what are some of the things that can be done to carry such successes into future projects?
Definitlly the leadership in my opinion. Because nothing without a strong leader is going to succeed. Also people need to really crack down on there comitments. Ive done bad things in the past regarding my comitments to people, but I feel when working with another person its really good to get your job done, for the games sake (and your reputation).

- what do you feel went wrong about the creative process?
The only thing wrong with what happened is probly that we started a lil late. We could have added a bit more and I could have done more in the music.

- what could be done in the future to improve upon any of the aforementioned shortcomings?
Once again make sure whoever is in charge keeps things organized and that the people involved get there jobs completed in a timely fashion in order to keep the project moving.

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