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ABOUT SCRAPPED

 

Scrapped is student project developed at The Guildhall at SMU by a team of 14 students as our capstone project.

 

Scrapped is a single player, third person, three-dimensional (3D) platformer incorporating magnetism-based challenges and environmental hazards. 

 

Projected Development Time: 6 Months
Team Size: 14 Developers

Weekly man-hours: 294 hours
Engine: Unreal 4

TRAILER

MY RESPONSIBILITIES

Assistant Producer:
 

- Helped the team to work efficiently accordingly to the project needs 

- Tested and adapted different agile methodologies such as Scrum, Kanban and Rapid Prototyping 

- Ensured inter/intra departments communication (art, level design, programming and external producers)

 

- Organized daily meetings with leads to keep departments on the same page and the project on track

- Created and maintained the project schedule to reflect the project needs and resources available

- Organized and presented the game pitch

- Created the project web-site

- Worked with the team to create usability and playtest surveys and organize their sessions

- Compiled usability and playtest sessions reports

Other duties:

 

- Helped the team to optimize the project

- Worked with the art team to ensure technical standards such as poly count, texture size, collisions and pivot points

- Created dynamic and layer-based materials

- Created particles systems and visual effects

 
 

Visual Programming using Blueprints in Unreal 4

- Widgets and animations for menus and In-game HUD

- Created the main menu scene

- Contributed with the aesthetics part for some gameplay levels

Âncora 1

MINI POSTMORTEM

What Went Right:

 

- Minimal crunch. Less than 5% of development time (overall)

- The process served the team and not the process itself

- A good amount of playtest (50+ testers)

- Team was very adaptable to changes. Both in tasks and process

What Went Wrong:

 

- Some features did not have a clear guideline until it was extremely needed

- Source control (Perforce) crashed two time near major deliverables. There was no plan B for this situation.

 

What We Learned

 

- Seamless levels are more complicated than anticipated

- Taking something novel takes long to iterate and will take a lot of time to find the best design for it

- Sprint Retrospectives helped us adjust the process

- The pros and cons of following pipelines. Who should the team report to. Who should approve features.

GALLERY

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