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POSTMORTEM
POSTMORTEM
POSTMORTEM
What went right?
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Adapted well to the new teams core design goals and contributed to the evolution of the games mechanics and puzzle design
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Scoped well for 12 levels with 4 core puzzle designs having multiple puzzle solutions with a single design
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Successfully developed a complete, fun and challenging 2D puzzle game with all functionality planned functionality added to the final build
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Communicating design ideas and level mechanics to the team though paper prototyping
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What went wrong?
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Conveyance and instructions were not clear enough for new players until Beta milestone
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What have I learned?
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Importance of keeping ideas in scope and always planning ahead what will be required for the games development
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Prioritizing tasks and focusing on overall quality of the game before moving to quantity
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Cutting features early in the development stage is better than cutting last minute to avoid breaking builds and messing up with code that depend on other features.
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Learned to wear different hats and learn new tools that would help fill in the gaps for the projects development
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Learned to work with other level designers on the same project and maintain a common design goal and understanding
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