What Went Right?
Everyone did what they were supposed to for the most part. There was very little, if any, time spent doing nothing due to a team member not doing what they were supposed to, and because (for the most part) everyone worked on very separate things everyone was able to focus on their function without worrying about anyone else's. It was quite smooth.
What Went Wrong?
I would say lack of diversity in talent. With us being primarily game developers (programmers) we lacked any real artistic/animation/musical abilities. This lead us to only being able to use insufficient animations that we could find for free online instead of making ones that most match our use cases. Not to mention our assets weren't the best. Most of our items look poor as I made them and I am not a 3d modeler excluding some dabbling. And while I liked what I made relative to my skill level I would still have liked someone who is better than me. But animations were more what we needed.
Moving Forward
I think I learned a lot about the quirks of unreal and game development in general. My goal is to use what I have learned here and continue to learn to try to either run my own studio or get a job at a highly qualified studio such as Bethesda.
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