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  • The Importance Of Team: Lost In The Dark Postmortem

    - Justin Gibbs

  • What went wrong

    • We were tempted to try every possible gameplay to fit our design
    • Needed to be more decisive with gameplay decisions
    • Candid communication could still improve
    • Could have been more honest early in the project
    • Stumbled on design in the beginning-middle of the project
    • Punctuality: people showed up late often
    • Could have been more prepared in scrum meetings
    • Team did not follow pipelines when the pressure was on
    • It was unclear whose role was responsible for designing the gameplay


    Lost in the Dark struggled with design for much of the development process. Our team had a very good idea of the high-level concept of the game but was unable to discern the gameplay that would fit that high level. It took many sprints of us generating numerous prototypes before we decided on a finalized direction for gameplay.

    We were unsure of the core loops we wanted in our game and were tempted to try out so many types of gameplay before deciding. In retrospect, having a more defined direction for the game constructed in preproduction would have set us out on a much better course. Instead, we spent so much time treading water that we were unable to capitalize on the high-level idea that had motivated us from the beginning.


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