Benjamin Roye

The Sprint Retrospective Process in Practice: Iterating on Salvage Runner’s Successes and Mitigating Its Risks (Part Two)

An update from Ben, a member of the Guildhall at SMU team blogging for Gamasutra: Retrospective Report Sprint 2 - Proof of Concept Gameplay 10/29/2012 - 11/2/2012 1. Introduction The purpose of the Retrospective Report is to describe in detail the specific activities that were most effective and those that need adjustments prior to the sprint.  A goal of the document is to inform future sprint teams of the obstacles encountered during this release. Sprint 2 began on 10/29/2012 and went through 11/2/2012. 2. Release Overview Sprint 2 was the second and last Proof of Concept sprint before moving to Vertical Slice.   It contains: Voice overs scripts written and outsourced for auditions Implementation of placeholder music and sound effects Salvage pickup [...]

2012-11-21T21:09:43+00:00 November 21st, 2012|Guildhall at Gamasutra 2012|

The Sprint Retrospective Process in Practice: Iterating on Salvage Runner’s Successes and Mitigating Its Risks (Part One)

An update from Ben, a member of The Guildhall at SMU team blogging for Gamasutra, and assistant producer of: Revenge of the Dragon King Raging Sushi: Enter the Roll Salvage Runner I am pleased to work currently as an assistant producer for three 2D student-created games at The Guildhall at Southern Methodist University. Each team consists of four underclassmen and I. The underclassmen are working on their first games at the Guildhall. At the Guildhall, the faculty teaches use of agile development processes such as daily scrum meetings, creating and maintaining scrum boards and product and sprint backlogs, and participating in sprint retrospectives. These three game projects serve as the first time that many of the team members have been exposed [...]

2012-11-21T21:08:16+00:00 November 21st, 2012|Guildhall at Gamasutra 2012|

ShadowMaster through the lenses of Steve McConnell’s 36 Classic Mistakes

An update from Benjamin, a member of the Guildhall at SMU team blogging for Gamasutra: ShadowMaster is a 2D top-down spatial puzzle adventure. A team of four fresh students attending the Guildhall at Southern Methodist University designed, animated, coded, tested and implemented their original game idea in Torque X 2D Builder. The team consisted of an artist, Michael Viscio, a programmer, William Wood, a level designer, Chih Han Yu, and a producer and team lead, Ben Roye. The team developed the game in ten weeks while attempting to stick to forty-eight team-hours per week. The current build of ShadowMaster runs on Windows 7 and can be downloaded for free. Future plans for the game include a likely port to Xbox Live Indie [...]

2012-10-17T19:50:24+00:00 October 17th, 2012|Guildhall at Gamasutra 2012|