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Project Management Without $$$ by Savana Pope (BronyCon Dev 2016)

Project Management Without $$$ by Savana Pope (BronyCon Dev 2016)

Inky Collective

July 10, 2016
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  1. Relationships! described with a burger ~30% ~40% ~30% Burger by

    Julian Roman from the Noun Project Personal Caring Personal Caring Project Personal Caring Project + +
  2. Modeling Example project di culty/stake time on team hero objects

    prefabs basic game engine integration terraforming, asset place- ment level design, kits project management strategic planning internal training Prefabs by Aussie, Hero object by Savana and Phinor
  3. project di culty/stake time on team Design Example standalone systems/mechanics

    integrated systems/ mechanics cross-team management and organization project management strategic planning total vision
  4. Greater Member Choice or or 1 4 2 2 1

    2 3 3 hm, this person does not seem to like project 2. let me give project 2 to someone else, and asign them this other critical project. while this person does not seem to like project 2, they will understand it’s importance, and my give-and-take e orts to give them something they will like most of the time. OR round 1 - member choice round 2 - member choice round 3 - lead choice
  5. project critical personal interest Time on team best case -

    personal interests always align with project critical projects Project Personalization and Rewards often the case - personal interests sometimes align with project critical projects
  6. Document by Edward Boatman from the Noun Project Combat systems

    1 / 50 defense systems 1 / 12 experience 1 / 5 aggro 1 / 3 o ense systems 1 / 14 abilities 1 / 10 Training Points 1 / 2 vs. can you avoid double digit page counts? Chunking internal index
  7. Documentation Creep <Ability Name> <Total Animation Time (sec)> (Wind Up

    Time + CMA + RNP = Total Animation Time) <Wind Up (sec)> (wind up time is the time between animation start and the rst possible time to hit a mob or player.) <Creature Mesh Action (CMA)(Sec)> (period of time, directly following the windup, in which the creature appears to be doing something (usually dealing damage)). For exam- ple, a generic claw slash ability might have a very small CMA (it would be the time it takes for the claw to swipe in front of the enemy). A more drawn out ability like a dragon rain of re could have a longer CMA (the dragon spends 2 seconds rearing it’s head in the air spewing ames). CMA is not necessarily the total damaging time, as some abilities might have damage over time FX which could last much longer than the animation. <Return to Neutral Pose (RNP) (sec)> - time it takes the creature to return to it’s neutral pose. <damage or e ect start time (sec)> this attribute will de ne the actual time at which damage or e ects will occur. generally this coincides with the start of the CMA. <description for animation> (concise description animation can use to understand the spirit of the animation and how they might do the armature movements.) <description for FX> (concise description FX can use to understand the spirit of the anima- tion and how they might do the FX.) <icon description> (make this ability into a simple picture that is instantly recognizable). ~1s animation time ability description (1-3 sentences) vs. Then... ...now
  8. Recap Direct communication - Mix private and professional lives (no

    $$$ motivator) for greater member tie. Be genuine! - Allow member choice in projects. - Continue to challenge members so they may grow in their skills and within the team Indirect communication - Smaller, digestible chunks. - Consider UX of your team members through your documentation - Trust your team members more, micro-manage documentation less