PPJ #8 – Julie


3 Things Right:

  1. Got to help flesh out the story and had fun doing it. Coming up with backstory and plot twists and sad endings are always interesting, and to be able to do that on a larger game than just something I did by myself was really great.
  2. The team worked together really well and there weren’t really any disagreements or drama, so we were able to discuss ideas quite easily and without tension. Team meetings were always productive, we were able to assign tasks to who was the best for the job at hand and despite the many bugs that cropped up in game, we didn’t have a problem working together to fix things.
  3. Took up a leadership role in a large team, and I think I did pretty well. Once people got the models finished and things advanced to rigging, or people just got in the groove and already knew their tasks, there wasn’t too much to be leader-ly about after the first 5 weeks, so my responsibilities in that regard dwindled fairly quickly after that, but I was good about communicating with the team and helping people when they needed it. Even lead a couple of the meetings (or co-lead, depending).

3 Things Wrong:

  1. Productivity on certain things tended to get backed up when one section was waiting on a different one to finish something, since most of the time people wouldn’t finish or submit their work until sunday/monday, so it did slow us down and cause pipeline problems, especially with rigging, since it just takes so and long and effects so much.
  2. Everybody messed up submissions (both on BBLearn and Perforce) and we tended to be fixing and submitting things at the last minute or late on mondays, just in order to turn in something that was at least mostly up to date.
  3. I personally had trouble keeping up with some of my work, especially after week 4 and the panic attack, and while things got a little better after withdrawing from one of my classes, I just wish I was a bit better at handling stress and time management, considering I tended to fall into the “submits on sunday” group.

Lessons Learned

  1. Unity colliders are finicky as heck and will mess everything up.
  2. I’d probably insist on having people actually do some of the work at meetings instead of just making decisions,  delegating the tasks, and then leaving, because when a lot of us had problems we had to rely on slack and hope someone was online to help us, and working in the same room is really good for giving feedback and making sure people actually work.

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