Guildhall

Sprint Retrospectives

An update from Trevor, a member of the Guildhall at SMU team blogging for Gamasutra: Sprint Retrospectives Projects that use Agile with Scrum use sprints to promise features to their product owner (customer/manager); sprints usually take place over a 30-day period. At the end of a sprint, teams conduct sprint retrospectives. These meetings discuss what was delivered from the team during the sprint, what processes were effective or ineffective (or could be improved upon), as well as actions to take place during the next sprint. In essence, they are small postmortems during development. Features Delivered: This section is simply a list of features the team completed during the sprint that the product owner receives. It is important to note that these [...]

2012-11-21T21:12:17+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 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|

Summary of My Sprint Retrospectives at The Guildhall

An update from Navin, a member of The Guildhall at SMU team blogging for Gamasutra: I am currently the producer on two projects at The Guildhall at SMU. Each of the teams consists of at least one artist, one programmer, and two designers. They are currently working on a new engine created internally by the Guildhall. The two games consist of: Miasma – 2D classic platformer Untethered – 2D gravity shifting platformer Throughout the ten week project, the team passes through six different milestones (Proof of Concept Technology, Proof of Concept Gameplay, Vertical Slice, Alpha, Beta, and RTM). After each milestone has been successfully completed, each of my teams goes through a sprint retrospective meeting. This meeting allows the team to discuss the effective [...]

2012-11-21T21:03:57+00:00 November 21st, 2012|Guildhall at Gamasutra 2012|

Guildhall Production Track 3: The Sprint Retrospective

An update from Dustin, a member of the Guildhall at SMU team blogging for Gamasutra: Last week marked the Proof of Concept Gameplay milestone for Team Game Project (TGP1) teams here at Guildhall.  These teams each consist of four or five student developers from the Guildhall’s newest class of students, Cohort 19. I serve as Associate Producer for two of these teams, and lead them through their Sprint Retrospective after each sprint. For projects this small, each sprint retrospective looks back at about one week of work for the teams. This is far more frequent than development in a professional environment, of course, but serves as a useful learning tool and puts us in the habit of using good practices. So [...]

2012-11-21T21:02:25+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|

Cyborg Ninjas on Fire 2: Reloaded

An update from Navin, a member of the Guildhall at SMU team blogging for Gamasutra: Cyborg Ninjas on Fire 2: Reloaded (CNOF2R) is a fast-paced, over-the-top, first person-shooter mod for UDK. The players take on the role of futuristic cyborg ninjas fighting over control of a legendary suit of armor called the Yoroi. The total development time for CNOF2R was ten weeks (thirty person-hours per week), and was developed for both the Xbox 360 and PC platforms. This postmortem analyzes the obstacles and challengers our team encountered during the production phase. What Went Well 1. Functional Working Environment At our workplace, other development teams have already occupied all of the breakout rooms in the building. Fortunately, we found a small pit [...]

2012-10-17T19:47:20+00:00 October 17th, 2012|Guildhall at Gamasutra 2012|

The Day Ice Cream Stood Still

An update from Trevor, a member of the Guildhall at SMU team blogging for Gamasutra: The Day Ice Cream Stood Still is a 2D platforming puzzle game that was designed using the TorqueX 2D editor by a five-student team from The Guildhall at SMU. The game took ten weeks, using 60-hour man weeks from concept to completion and was developed for the PC using a console controller. This following is the post-mortem for The Day Ice Cream Stood Still. The Classic Mistakes in reference to Rapid Development by Steve McConnell describe what went well, what went wrong, and what we as a team learned from the development. What Went Well: 1. Avoiding Classic Mistake #1: Undermined Motivation If one thing was true of [...]

2012-10-17T19:46:20+00:00 October 17th, 2012|Guildhall at Gamasutra 2012|

Revisiting TGP1

An update from Dustin, a member of the Guildhall at SMU team blogging for Gamasutra: Time moves strangely at the Guildhall. We’re off in Plano, miles away from the SMU campus proper, in our own little video game world. Not that we’ve learned much about Plano. I’m familiar with the two streets between my house and the Guildhall. Generally, a quarter of your coursework is intended to be dedicated to team game projects (TGP). But as you might imagine, when you give a group of gamers the chance to work on their (usually) first group video game to completion, the effort they're willing to put in is sometimes beyond the project requirements. Our schedule is almost universally considered relentless, but a [...]

2012-10-17T19:58:10+00:00 October 17th, 2012|Guildhall at Gamasutra 2012|