Wednesday, May 13, 2015

Logos

When I had come into the group, we were in the process of creating a logo. At first, we attempted to make the logo too intricate. I spent half an hour looking up logos of the most successful companies, then narrowed the search to popular gaming companies.

Using Youimake, I created a logo which incorporates our company's initials. I used black shapes like waves in the logo with a cool blue background.

Tuesday, May 12, 2015

Presence & Conviction

Presence: The way you carry yourself speaks volumes. The way you dress speaks volumes. Your speech must be well-versed and it will never hurt to be quick-witted. Last presentation, I was told I spoke too softly; & I know my presence did not shine through. Be present. Be Prepared.

Conviction: Your confidence in yourself and your project are reflected in your manner. Focus on the best aspects, & speak like millions of dollars are on the line, not just because there is that potential, but because you planned, prepared, pivoted, & practiced to the best of your capabilities. To the best of your capabilities but always hungry to learn more & create even more.

Above all, be bothered by the SUCK.



(& also have fun.)

Miscommunications

With the interruption of Agile training for our design of Absolution, we quickly realized we all had differing explanations for the game. As PO, I went through a list of the changes to the original and had the person who came up with the idea explain why they thought the new version was better. In the end, we kept our scope within our reach with the story we had originally decided upon.

That being said, we did pivot within our plan. We kept our original sequence and are using it as a sort of campaign that users can learn and practice their skill while learning the background. With the addition of an endless arcade mode, we encourage more in-app game purchases and create a competitive atmosphere using a score ranking system.

Get your priorities straight!

For the ending week of Agile training, we had to find an organization system for 20+ dog breeds in which we had to rate our tasks importance based on certain common factors, using the fibanacci sequence. After flailing for a few minutes, Emil kicked out butts into gear. We based each breed using the average adult male.

We then found the smallest and used that as our zero base; vice versa with the largest. Once we had finished the task, Emil reviewed it and agreed with our estimations. Splitting up into smaller groups, we used to same logic to rate the tasks for Four Nights in Paris.

Personally, I find that working through an example with guidance before assigning individuals tasks is the more effective teaching method for full comprehension. Not only do I see the versatility for the system, I understand the sequence of deciding which factors are relevant.

Sprints for Four Nights in Paris

Using Psyberfire, we organized the Four Nights in Paris game box, separating into three teams: the front, back, & text content. We had to create milestones, sprints, and update the tasks as we designed the box. Throughout, the game master gave us real life problems that cut our progress. We failed to update the tasks as we designed the box. Throughout, the game master gave us real life problems that cut our progress. Needless to say, we failed epically.

In this epic fail however, we realized how important organization is to connect scrums together and to understand everything which has been completed and that which still needs to be done. 

Fail early. Fail often. Learn from it.

Find the Fun in Everything

While in training for Agile development, Emil each student chose a role of healer, mage, evoker, or guardian in which the characters held certain beneficial skill towards themselves or others. The game master could, at any time, provide real life scenarios which delay our progress. At anytime, our character could die due to poor planning.

With that said, if a student had an exceptional idea, leadership, or execution, they would be rewarded with PsyberCash.

In our first presentation, we lacked proof of how fun our game is. This lesson, however, really put in perspective how you can find the fun in everything, if you look hard enough. Finding the fun in a game, which is built for entertainment, is not hard at all. Finding fun in everyday situations, depends on how you view your life.

Psyberfire by Emil Harmsen

Not only is it the most legit label ever created, Psyberfire is an intensive tool for agile development. The website is an organizational tool that helps organize development teams' time management, using sprints, kanbans, and milestones. We had to organize milestones and sprints for different game aspects needed for Four Nights in Paris.

While the tool still need tweaks, I can already tell that this is the tool which we should have had while designing the Absolution Game. For future endeavors, this is definitely a tool I will take time to master.