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Land of Morphie

ROLE

Producer/Team lead/Designer

DESCRIPTION

Land of Morphie is an online turn-based strategy game inspired by some of the extraordinary characters in Scottish mythology.  The player controls 4 characters and must defend their base while trying to destroy their opponent’s base to win. 

Team size: 10

4x programmers, 3x Artists, 1x Audio Designer, 1x Producer

Project management methodology

Agile Methodology

Democratic leadership style

Duration

12 Weeks - 15hrs per week

PLATFORM

PC

Engine

Unreal Engine 4

My Responsibilities

  • Plan meetings to ensure important topics were covered in a timely manner.

  • Record meeting minutes

  • Lead team planning meetings, sprint reviews, and sprint retrospectives.

  • Plan sprints, and use Jira to organise a task backlog throughout development.

  • Risk assessment - Prioritising tasks based on importance and the needs of each department.

  • Act as a scrum master.

  • Liaise with mentors and clients throughout development.

  • Ensure each department understands their tasks and communicates with each other.

  • Solve disputes between team members.

  • Check in with team members to ensure they are happy and healthy. 

  • Quality assurance and performance testing - I regularly tested the game and tested its performance on multiple PC's

Sprint Plan

I worked with the team to create a plan that would allow us to reach key milestones on time. 

 

We held an hour long team meeting online at the start of each week, followed by a 10 minute stand up meeting each day. 

Each sprint was planned with consideration for the next sprint and the final milestone we were working towards.

Mini-Postmortem

What went well

  • Pre-Production: We had a very story pre-production and developed our concept effectively.

  • Democratic leadership style: Team members felt heard and engaged in group discussion.

  • Communication: Strong communication between programmers, audio, designers, and artists.

  • Professionalism and team-work: Team acted professionally and worked well together.

What could be improved

  • Scope: We were inexperienced in developing a multiplayer game and had too large a scope.

  • Game design: We lacked a standalone game designer which showed in the finished product.

  • Democratic leadership style: Caused delays when people couldn't make meetings.

  • Dealing with underperforming team members: I had to be firmer when raising issues.

  • In-engine work: Some artists weren't comfortable working in a game engine so avoided it. This held back production.

What we learned

  • Scope: Time estimates improved across the team as the project progressed.

  • Source control: Every team member should be able to use it.

  • Research: Look into the difficulty of big tasks like networking early on.

  • Communication and respect: Is and always will be key to a strong-performing team.

  • Design: One primary game designer is better than multiple secondary designers.

Sprint Plan

I worked with the team to create a plan that would allow us to reach key milestones on time. 

 

We held an hour long team meeting online at the start of each week, followed by a 10 minute stand up meeting each day. 

Each sprint was planned with consideration for the next sprint and the final milestone we were working towards.

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