Image Source: Falmouth Online University Canvass Teams that engage in unfiltered conflict are able to achieve genuine buy-in around important decisions that are key to the organisation’s success.
– Lencioni, 2005
This week we are looking at "Norming" a process that comes after the "Storming" process. The Norming process ideally should be entered as soon as possible so we can all work together on our shared ideas, goals and bring together team cohesion. This week we have been asked to share feedback with the cohort and be as honest with our feedback as possible. As an individual, consider a valuable experience in your team so far and write a short summary of your thoughts (250 words), answering the following questions:
What happened? I would say the most considerable experience for me would have to be Miranda organising the theory side of the work for everyone. We have a section in our discord server for documents where she has organised the team charter, the mind maps, the SWOT analysis and this for me is very valuable as I have been very busy implementing the mechanics side of things for our game.
What went well? I would say the thing that went well about this is that everything was kept organised and tidy and she would always remind us all at each meeting that it was there. According to Lencioni, teams must commit to rules of engagement around timeliness at meetings, responsiveness in communication, and general interpersonal behaviour. For Miranda I think she has shown exemplary control over these things and I would be feeling a little lost at this stage without her organisation around these areas.
What did not go so well? I think for the most part we have all been very reliant on Miranda in regards to the above and as a result, there are several team members who could potentially have upset her as they have become "dependant" on her knowledge on these things. I personally feel that because of this she feels she spends more time on the written side of the project rather than the practical side. I have therefore taken it upon myself to be more vocal with these people in terms of guiding them towards self help and giving Miranda more practical tasks to do such as the UI side of things given her exceptional skills in art.
What could be done better? I think as a team, we could all do a better job at contributing towards the written side of the tasks instead of the practical. During the week, I hear a couple of people say does anything need doing because they haven't got anything to model or do. This is a prime moment for completing some written work or helping others out with information on those areas that need completing.
Distributed Scrum - Image Source - Falmouth Online University via Canvass
We have a section this week that covers off style guides and this week I decided to look at Starbucks as their style guide is very similar across the board. This is a good thing because it reinforces values derived from the product vision, you ensure consistency and quality across the board.
STARBUCKS EXAMPLES: These are the colour palettes that Starbucks work with. This is the only few colours they have across their entire portfolio, again bringing that level of consistency and brand awareness across the board.
Image Source - Starbucks.com/styleguides
The image below shows the typography that Starbucks use across all of their media.
Image Source - Starbucks.com/voice
Here is the Starbucks theory on their design choice. Again, this contains in part, some of the values that the organisation strive for when thinking of their customer base. Not everything is money related and they have a very consistent message to their patrons. Every aspect of the business is aimed at the customer, and with this, no matter what country you are, and no matter what location, if there is a Starbucks around, you will instantly recognise it.
Image Source - Starbucks.com/theory
In regards to our work on the game we have opted for something very similar.
Below is the colour palette we are working with and the typography. When all models are unwrapped, we are placing the seams with the colour palette and using just one material in the game that can be used to service all the models textures. We can even add detail this way by adding different colour sections which will give the illusion of depth and detail.
Image Source - TEAM AMPBP Team Charter Via Google Documents
Other forms of style guides we are using when I am writing code is to ensure I am adding notes to everything for people to understand. As you can see below, each section of the player character is commented as there are quite a few mechanics implemented in the game. We have swinging, running, climbing, pushing and also the Wisp which is a support character for the current player character.
The style guide we have all opted for in this project is Unreal Engine's Visual Scripting Blueprints. We are leaving room for C++ if needed for Materials only with a mixture of blueprints. The reason we are choosing Blueprints is because 75% of the team are unfamiliar with C# or C++ and most of us can use Blueprints quite well.
TEAM CHARTER: Below is the Team Charter for Team AMPBP Team Charter Template
Mission statement
Make a fully functioning short game. Our game is not going to be a AAA title, but a small, yet refined, low poly style that merges puzzle elements and the interaction of impaired characters to build a world that will highlight what it might be like to be unable to see or hear make the game more accessible to the customers and make the game stand out especially as there is a gap in games exploring this subject.
Team members and their interests and roles
Aaron Interests: Unreal engine, Horror game design, Pugs/Pomaranians, simp of Sims 4. Role: Mechanics, implementation, Environment design.
Bart
Interests: Rigging, Animation, VFX, Unity, Blender, Maya, Houdini, Pancakes.
Role model: Modelling, Singing, Saviour of the world.
Michael
Interests: 3D Modelling, Rendering, Texturing, learning Unreal Engine and Rigging.
Role: Modelling, Maya, Substance Painter, Marmoset, Photoshop, The Imposter (kinda SUS)
Miranda
Interests: Level design, Environment design, learning Unreal Engine, Puns.
Role: Photoshop, Making everyone write things, Level/environment design, Concept art.
Pedro
Interests: Shaders, Unity, Wind Waker, Pedicure.
Role: Visual effects, Sound design, Level mechanics, video editing.
Meeting Management
Meeting times Every Wednesday 20:00. Supervisor meeting every Thursday 21:30. Extra meetings agreed as required.
Have the weeks progress ready to show and talk about.
Have a deliverable or outcome for the meeting
If you are unable to attend a meeting, let everyone know as far in advance as possible
If someone could not attend the meeting, inform them of what happened through the Discord once it is over
Meeting Behaviour Norms (Code of Conduct)
Listen without interrupting
Be open and honest
Give honest feedback
Be encouraging
Make sure everyone has a turn to talk
Let everyone know if you have to leave early or are unable to attend
Decision Making
Clearly state the problems or decisions to be made
Define the solutions and options the group is facing
Make sure everyone can state their opinion to reach the best conclusion
Make sure every team member is informed of decisions that have been made
Communication Plan
What information do people need to know?
How should this information be provided?
Who will provide it?
When should the information be provided?
Handling Conflict
Acknowledge there is a disagreement and describe how it is affecting the team
Get commitment from individuals and or the team to resolve disagreements
Have each party state their point of view
Have each party suggest a solution based on facts, mutual needs and team goals
Examine solutions
Evaluate process
Consistency
Project management approach
1. The project will be hosted on Github/Gitlab.
2. Everyone will have tasks to complete each week.
3. Everyone will have a chance to work on areas that are interesting to them.
4. Progress will be regularly updated through Discord.
Style Guide
Colour palette
Typography
For pitch - Ariel
For UI buttons - Showcard gothic
Logos
Descriptive words
Amazon rainforest, rainforest, jungle, temple, tropical, tribe, puzzle, colourful, cel-shaded, girl, boy, bright, stone, ancient, overgrown.
Visual prompts – mood boards, aesthetic examples, etc.
Locations and people
Aesthetics: Bright, colourful, low poly, cel shaded.
Aesthetics are similar to: Rime, Ico, Links Awakening. Game mechanics are similar to: Beyond eyes, The last of us 2, Echolocation horror game.
Team Goals
Everyone is satisfied/ enjoying the project with personal goals met in a week 12.
To have a prototype and pitch deck by week 6. To have a fully playable level by the end of the project in week 12. To have a refined pitch deck/video by the end of the project in week 12. To enjoy creating something together and learn from the process.
Performance Measurement Everyone is satisfied with the outcome. Everyone can show some progress each week, or at least give feedback to others. References: Aaron, J.R., McDowell, W.C. and Herdman, A.O., 2014. The effects of a team charter on student team behaviors. Journal of Education for Business, 89(2), pp.90-97.
Ramzipoor, E., 2020. The quick guide to making a team charter. [online] Miro. Available at: <https://miro.com/guides/team-charter/> [Accessed 20 July 2021]. Rogers, S., 2014. Level up!. 2nd ed. Chichester: John Wiley and Sons, Ltd.
According to gaming statistics for 2020, Steam is the largest and most popular digital game distribution platform worldwide.
Puzzle games come third with 11% of the most played games on PC
Puzzle games are the most played games on mobile.
According to The National Institute on Deafness and Other Communication Disorders (NIDCD):
Approximately 15% of American adults (37.5 million) aged 18 and over report some trouble hearing.
According to Hearing Link:
1 in 6 of the UK adult population is affected by hearing loss.
8 million of these are aged 60 and over.
6.7 million could benefit from hearing aids but only about 2 million people use them.
About 900,000 people are severely or profoundly deaf.
According to Royal National Institute of Blind People( RNIB):
Every day 250 people start to lose their sight.
One in five people will live with sight loss in their lifetime.
The number of people with sight loss is increasing. By 2050 it will double to over four million people.
25 per cent of UK adults have not had an eye test in two years or more. RNIB - See differently. n.d. Key information and statistics on sight loss in the UK. [online] Available at: <https://www.rnib.org.uk/professionals/knowledge-and-research-hub/key-information-and-statistics> [Accessed 19 July 2021].
Here is a link to the Team Charter on our Google Documents server.
Team Charter Mind Map:
Initial Mind Map: (Storming Phase)
As referenced back in Week 2 and 3, here is the initial and progressive version of our brainstorming board that we started on Miro. Reflection: Week 5 has been a good week for me. I feel like I have made some real progress in the game design and really running full speed with the level design, mechanics and staying true to the style guide we devised. We now have a complete first level laid out with some really strong gameplay mechanics such as swinging and climbing. I am feeling very good about where we are and where the game is heading. I have been helping working on some vertex animations and shaders as seen in the gif below as the birds. Doing it this way helps save on performance and provides a nice look at all the things we can achieve in game.
RNIB - See differently. n.d. Key information and statistics on sight loss in the UK. [online] Available at: <https://www.rnib.org.uk/professionals/knowledge-and-research-hub/key-information-and-statistics> [Accessed 19 July 2021].
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