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Mike's Post Mortem.

AUTHOR: Mike McGoveran
DATE: 7/18/2023


What Went Right?

The one element of this project that I think went right the most was our communication.   With such a large scope and effectively 3 months to build the game,  we needed to be able to react quickly to the various needs our project had.  We had 2 people on day shift and 2 people on the night shift.  Many personal events that caused longer than ideal absences.  Despite the various difficulties we encountered, we still managed to always communicate in discord to mitigate damage and get the work done.

What Went Wrong?

The biggest kink in our development was when we found the character class in unreal was far too bloated to use on the scale our game demanded.  We were already plenty far along in the project that it took two whole weeks to sort out the issue.  See our blog post on the subject for more info.  Not only was it time lost but it rubbed some emotions raw and probably represented one of the lowest points for us in the project.

Moving Forward
In closing,  the practice I received in managing the team through the project was probably the most valuable.  I found it reaffirming that I will be a successful leader in my future indie studio and am really looking forward to the next chapter.

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