![]() We also use an internal message board for talking about ideas and conducting jam session postmortems (i.e. Outside of a game jam, email is our primary method for external communication and occasionally we host Skype calls or meet in coffee shops on weekends to discuss things without a pile of work in front of us. We talk back and forth fairly openly, which makes things pretty easy. Generally speaking we work one weekend a month using a game jam format, which means we’re all in the same room. That sounds like a lot of communication channels, how does that generally work? Each lead works on production issues, but team members in general are always able to get their opinions heard with regard to all aspects of the project. Each team has a “lead”, which is a relatively loose term around these parts. The major sub teams are about three to four members, which allows for fairly good communication and productivity. programming, art & design, audio, and production). Though we are currently breaking this rule as a group, we are currently organized into several sub teams (i.e. There is some wisdom behind the rule that an agile team should be five team members, plus or minus two. How big is your team and how is it organized? Thought it is important to note that immediately following this first jam session we went into a design phase that meant a lot of time in coffee shops together. Additionally, we haveĪ really entertaining time during our sessions. ![]() As a result, it occurred to us that the game jam format was the most efficient way to continue. Working together on “Tumbleweed Express” so much that we decided to keep Started as a game jam organized by IGDA DC and was not intended for more. It is not general chaos – we’re actually fairly organized. How did you guys get started? And, is it general chaos? I hope this post predominantly helps shed a little light on our process and perhaps helps our current recruitment efforts as we are taking “applications” to join the Dirigiballers in our game jamming adventure. I was more than happy to discuss our “process” with the audience and I thought that I could go over these questions here. Sure, we had a neat Work-in-Progress game however, the audience was most interested in the team dynamics and our development process. I also got a chance to show off “Tumbleweed Express” and the reaction was quite positive, though not in the way you might expect. "Tumbleweed Express" presentation at WAUUG Really interesting scientific animations. Additionally, I was really impressed to meet people who were using Unit圓d for developing Phil was followed by another presentation on the Unreal Development Kit versus Unit圓d, as well as E4 Software’s up and coming title “Swarm” that is currently duking it out with other entries in this year’s Independent Games Festival (IGF). The first meeting of the WAUUG consisted of a very insightful presentation on the impact of working with strings on frame rates by the group’s organizer, Phil Ludington. Recently some of our team members attended the newly formed Washington Area Unit圓d Users Group (WAUUG), which seems to be attracting a great blend of professionals and hobbyists interested in a myriad of Unit圓d related topics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |