What Went Right: After a long and interesting 11 weeks, we all came together as a team and made a very nicely polished vertical slice. Compared to last term in Game Workshop 1, Dreamcharmer looks fantastic. The art assets, the particles, and the sound design truly add so much to the game. Although we had … Continue reading Victor Guillermo – Personal Mortem
Team Blog
Giselle Martinez | Post Mortem
Went Right: I feel the art side went very right very quickly. We were all able to use Amy's original pieces as a start and create cohesive assets that fit together with each other. I really love the overall aesthetic of the game and am proud of the pieces I was able to contribute … Continue reading Giselle Martinez | Post Mortem
William Ruoff | Postmortem
Went Right: Some of the things that went right would be how out team altogether worked. I felt as if we were very organized and things went pretty well most of the time on the art side. Another thing that I would say went right are the animations that I made. I thought that this … Continue reading William Ruoff | Postmortem
Sanjay Balaji Post-Mortem
Went Right Making Perforce our version control was a little difficult to figure out in the beginning, but I think it was worth it because it simplified things in the future and didn't give us any issues after the beginning. I would use Perforce for future big projects because it is easier to manage. Individual … Continue reading Sanjay Balaji Post-Mortem
Jon Cioletti | Post-Mortem
Overall this term was pretty great. I have to say, my work ethic was much better than last term. The Co-op vibes are finally wearing off! This term started out a bit slow, probably because of the large size of the team. But, in the end, I found my place with particle effects in Unity. … Continue reading Jon Cioletti | Post-Mortem
Anthony Sangrigoli Post-Mortem
What did work: Although getting Perforce setup in the beginning was a huge pain, it was a huge benefit in the long run. Since we had a big team, it was easier managing files using the checkout system. It was helpful knowing if and who had a file checked out. From this experience, for most … Continue reading Anthony Sangrigoli Post-Mortem
Gabriel Davis | Post-Mortem
Dreamcharmer may be coming to an end, but the journey has taught me a lot. Thanks for the ride, everyone! What Went Right Working on a 2D game has pushed my artistic abilities—trying new mediums and taking different approaches to composition. I realize that I want to continue doing 2D art as a hobby. The … Continue reading Gabriel Davis | Post-Mortem
Personal Postmortem | Week 9 (Summer)
Prepare for a wall of text... Things that went right + lessons learned: This quarter we split off into three separate teams—art, design, and programming—and overall that was a good way to handle such a large group. I think I did my best as Art Director and I'm proud of the Art Team for almost … Continue reading Personal Postmortem | Week 9 (Summer)
Personal Post-Mortem | Mickey
Personal Post-Mortem: This term has been a bit of an adventure and a bit difficult to identify whether it was overall good or bad, so lets say it lands somewhere in between. We spent a lot of the first few weeks doing reworks to our dream system and getting acquainted with new software that I … Continue reading Personal Post-Mortem | Mickey
William Ruoff | PPJ 08
Tasks Completed: Trailer Work (5 hrs) Positives: New effects for the trailer has been worked out Negatives: None really on my part Upcoming: New cut of trailer!