Kitty Krew Games
Kitty Krew Games was a team I was producer for in the fall of 2017. Over the span of 8 weeks we developed a whimsical, cat-themed score attack game called Whisker's Warzone. Here the player is a cat defending its house and surrounding yards from invading mice, ants, and cats driving tanks while accumulating the highest score possible
I was the Producer and Scrum Master for Kitty Krew Games; and therefore, in charge of the team's task assignment, Scrum Meetings and boards, project scope, and team presentations.
Throughout development I got first-hand experience with agile development and specifically how Scrum can be used to manage a team. Communicating clearly and often with each other gave me the ability to accurately evaluate our progress, and assign tasks as needed. Our process also allowed us the ability to react to problems as they appeared in the development process, and the organization of tasks through a Scrum board was a valuable asset.
While we used Scrum, these lessons on agile develop are things that I can always apply to development to ensure effective and on time delivery of products.
Lastly, Whisker's Warzone helped to teach me the importance of task dependencies; particularly in our art pipeline. We had 2 main 3D modelers and a 2D artist who handled the textures for said models. Given the short time period this game was made, it was imperative that, for each sprint, our modeling team would get their work done early so they could be properly textured and implemented into the game. A few time the modeling got behind on work, and this backed up the entire art pipeline. Managing the pipelines within my team's and identifying important dependencies was a valuable lesson that has since had an immense impact on my effectiveness at being a producer.
Whisker’s Warzone is available to be downloaded from the link provided here.
https://kitty-krew-games.itch.io/whiskers-warzone
Throughout development I got first-hand experience with agile development and specifically how Scrum can be used to manage a team. Communicating clearly and often with each other gave me the ability to accurately evaluate our progress, and assign tasks as needed. Our process also allowed us the ability to react to problems as they appeared in the development process, and the organization of tasks through a Scrum board was a valuable asset.
While we used Scrum, these lessons on agile develop are things that I can always apply to development to ensure effective and on time delivery of products.
Lastly, Whisker's Warzone helped to teach me the importance of task dependencies; particularly in our art pipeline. We had 2 main 3D modelers and a 2D artist who handled the textures for said models. Given the short time period this game was made, it was imperative that, for each sprint, our modeling team would get their work done early so they could be properly textured and implemented into the game. A few time the modeling got behind on work, and this backed up the entire art pipeline. Managing the pipelines within my team's and identifying important dependencies was a valuable lesson that has since had an immense impact on my effectiveness at being a producer.
Whisker’s Warzone is available to be downloaded from the link provided here.
https://kitty-krew-games.itch.io/whiskers-warzone
Screenshots from Whisker's Warzone