ROLE: LEAD PRODUCER TEAM SIZE: 10 DEVELOPMENT TIME: 4 MONTHS RELEASED: JAN 6, 2021 ENGINE: UNREAL PLATFORM: PC

Crystal Call is a first-person parkour speedrunner with score chaser and first-person shooter elements. It features fast-paced and fluid first-person movement mechanics built to create a high intensity and satisfying experience. Focusing on running levels several times we hope to dive players to master each space to the best of their ability.

During this project, I filled the role of Lead Producer. As the Lead Producer, I managed sprint schedules and production pipelines, documented and evaluated team performance through sprint retrospectives, and negotiated sprint plans with stakeholders. I followed up with team members daily in regard to task status, project progress, and individual well-being. When appropriate, I assisted team members with tasks and took responsibility for minor art assets in order to help manage the workload.

My duties included leading daily stand-up meetings, resolving interpersonal conflicts, and communicating project status and blockers to stakeholders.


GAME TRAILER


RESPONSIBILITIES

ROLE: LEAD PRODUCER

  • Developed, implemented, managed, and iterated production pipelines

  • Facilitated daily stand-up meetings, meetings with the team leads, and sprint retrospectives

  • Scheduled sprint deliverables according to priority, resources, and individual ability

  • Negotiated sprint schedules with stakeholders

  • Assisted with task completion as appropriate



POST MORTEM

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What Worked

  • Quickly cut what didn’t work

  • Contingency plans for game features

  • Team input in the pipeline structure and production methods

  • Team feedback after each sprint for what worked/what didn’t work

  • Prioritization of features, tasks, and bugs

  • Open communication between team members

  • Integration of remote work and in-person sessions

  • Balance and distribution of high workload among a small team

  • Consistent updates and communication among team members regarding project status, individual blockers, and team dependencies

  • Environment assets between artists and level designers were documented and tracked

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Mistakes Made

  • Information wasn’t passed down the chain in an early sprint

  • Overscoped for art and level design for sprints

  • Hours weren’t logged in Jira tasks - missing time, less accurate burndown data

  • High priority assets were not included in a sprint plan and added mid-sprint

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Lessons Learned

  • Communicate the “why” with the “what”

  • If resources aren’t currently available, they can be found - we passed some assets to outsourced artists

  • Keep the backlog well-groomed

  • Schedule time for playtesting and feedback in the sprint plan

  • Talk to leads about any sprint changes

  • Include more members for sprint planning when on a small team, not just the leads

  • Follow up with communication - it’s better for team members to know too much than too little

  • Playtest early and often

  • Clearly prioritize deliverables and tasks

  • Consider how decisions may affect different areas of the project and the team


PRODUCTION SCHEDULE 2020

 

Proof of Concept Technology

September 3

Proof of Concept Gameplay

September 17

1st Playable/Vertical Slice

October 1

 

Alpha

October 29

Beta

November 19

Release to Manufacture

November 24


GAMEPLAY SCREENSHOTS

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