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Game-design in practice, group post #2

The first week of the project we decided to sit down and make a plan on how to create our game, what we should include and exclude from the project. To minimize the risk of letting the project get to big so that we wont have time to finish a MVP(Minimal Viable Product). We chose to work with a tool named “KanBanFlow”, which are a method for visualizing the flow of work, in order to balance demand with available capacity and spot bottlenecks. Work items are visualized to give participants a view of progress and process, from start to finish. So we wrote up all the components that would be needed to build up our game. The minute that was done, our group leader contacted some connections in the music program so that we could get some good quality sound and not home made that would end up sounding very bad. Luckily we got some responses and we came in contact with 4 people from the music university that would happily help us.

Example of a KanBanFlow project:

The risks we manage to figure out was that either the game would be to big and we would not have time to make a playable game, or that the programmers would finish their part of the game but that the lack of artists the game would not have any content into the game. Another problem might be that our group contains a bunch of friends, which can easy lead to concentrating on other things than working.


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