What Went Wrong
1.
We got lost in do, do, do mode.
Since we had strong time
constraints and since we're only three men, we each had to do more than an engineer,
artist, or designer would normally do on a project. This led to what I call "do,
do, do mode". Basically, you have
to keep doing things and keep moving because if you stop to think for even a
moment, you can sometimes throw your entire groove off.
Obviously, it's best to stop,
take a breath, and remember that doing something right is ALWAYS better than
doing something wrong. But in the heat of the moment it's easy to lose track of
the gray area between right and wrong -- because there is one. The "right"
way is not always the right way to do something. And sometimes the "wrong"
way can be more right than we would ever think.
That being said, sometimes the
wrong way is actually the wrong way. One example of how do, do, do mode threw
us for a loop was how we moved the player through level two. Because of our
camera system, we couldn't animate the camera through the level (or so we
thought).
So Mike, our artist, who is not an animator, ended up rigging the
entire level as a character and animated it around the camera. This was insanity. A day task of animating
the camera through the level became a week task of animating the level around
the camera.
After the project was done, we
all realized that making a 10 minute change code-side could have allowed us to
do this the right way, but since we were pushing so hard and not pausing to
consider all options, we unnecessarily gave ourselves more work.
Learning when to "do"
and when to "don't" would have helped us to keep the project's
velocity higher.
2.
Despite trying very hard not to, we fell into
old habits, such as crunch.
When we started this project,
we decided to do whatever we could to avoid crunch mode, the plague of the
video game industry.
Yeah, that didn't go so well.
About two-thirds of the way
through the project, we realized just how much work it takes to run a company
as well as make a game -- especially if you're making your first game. The
newness of everything compounded upon itself and overburdened each of us. Just to stay on top of everything, we found
that we had to work more hours. And then more hours. And then more.
Contributing factors to the
crunch included do, do, do mode, running a new company, not having a producer,
learning the new toolsets, setting up our development environment... The list
goes on. Each of these things is necessary for a development studio to run but they
have little to do with one specific product. Finding the time to juggle all
these responsibilities led to crunch.
Is the project better because
we crunched? In this case, I think it is. But our quality of life certainly was
not. And a poor quality of life can lead to resentment of one's job among other
negative side effects.
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