My Roles: Producer, Team Lead & Gameplay Programmer
Development Team: Frenemies
Team Size: 14-19
Platforms: Windows, Mac and Playstation 4
Engine: Unreal Engine 4
Development Cycle: November 2015 - July 2016
Release Date: 2018
Reception: Defend your Friend was received well by developers and players. It won Best Game of Indievelopment, and passed Steam Greenlight in less than 3 weeks.
Image 1 contains the meetings that I put in the planning for the project. The most important ones were definitely the scrum meetings, and the lead meetings.
The scrum (stand-up) meeting ensured that everybody had a general idea of what everybody was doing in the project, as well as being a perfect platform for team wide announcements.
The weekly lead meetings were some of the best meetings I have ever participated in, and helped us create an efficient planning. The main goal with these was making sure that each department was focusing on the correct tasks. It was all about dependencies, the different departments could ensure that they weren't hindering the other departments, and could discuss exactly what they wanted from the other each other.
Generally during these weekly meetings we would reflect on the last week: what went right? what went wrong? how could we improve? and then plan out the tasks for the next two weeks. By planning for the next two weeks, every week, we could reflect on what we have planned previously and realise if anything has changed and analyse why it changed.
Of course I also still had producer tasks. As a producer I create both high level, and low level plannings based on the lead meetings, performed risk analysis, planned milestone deliverables, communicated with external developers, and hosted stake holder presentations - in which I successfully presented our progress and planning to the supervisors. Allowing us to continue with the project for the entire block.
At the end of the block I setup a google form in which people could review each other. Image 3 shows the feedback I received. And people were generally quite positive about my contribution to the project.
Even though I don't think I ever want to be a producer/team lead again, having been in this position has been incredibly valuable. And made me a much better developer. It taught me countless useful skills with regards to effective communication. And gave me a much better idea of how all the departments work, and can best collaborate. Especially for artists, of which I previously didn't know that much. I am very proud of the result.