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Seeking Project/Team Lead: Apprehension for UT2K7

Discussion in 'Recruitment' started by oXYnary, Feb 2, 2006.

  1. UNFE|Jason

    UNFE|Jason UNF :E Project leader

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    That part should come after you produced the documents, the ground work has to be laid, the plan should be flexible.


    Some sound advice there, I am also in a job like this only that it doesnt involve the games industry.


    Personally I think they need to get someone within the team to lead the project, its best that you get someone who already knows the project and understands that there is no ' I ' in team.
     
  2. devilShadow

    devilShadow New Member

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    A good design doc usually seems to live for a while much more so than say a TDD or an Art bible, alot of pre-vis, pre-pro gets done while the doc is in process, stuff like that helps flesh out and eventually close the design doc . .granted i've only shipped seven titles so i probably dont have a great frame of reference.
     
  3. UNFE|Jason

    UNFE|Jason UNF :E Project leader

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    Before work started on Unreal fortress evolution, it took me around 2 months of research to get the initial documents ready, and most of the team was made up of mostly Hardcore Team fortress players, and yet still stuff was forgotten, this is why I made the plans flexible and allowed for artistic freedom in the case of design.

    I dont know how it works with the Industry, but with UNFE the developers wanted to know exactley what they should be doing and in what order, as far as models, skins and animations we had a tick list of stuff that people on the team could refer to, so they knew exactley what was done and what was needed.

    With the coders we used mantis to filter through bugs.

    But then there is always documents that are forgotten or need better explinaton, so getting the documents in comprehensive form can save much adjustment later and give the Team direction (including the project leader ).
     
  4. DingBat

    DingBat New Member

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    I'm considered an "expert" on Agile software development in my day job, so you may consider that for bias. :)

    Agile basically assumes that you're never going to get that design document correct. Ever. An alternative to spending large amounts of time trying to get a document nailed down up front is to engage in some quick, iterative, prototyping sprints to try out some game ideas and concepts. I would think it possible, in two months, to come up with a pretty decent prototype which is an actual working design document. This also involves the entire team in the process.

    The agile approach begins to show some weakness when dealing with the art assets, though. If you're short on artists (2d or 3d) then you obviously don't want to waste time on stuff that isn't really needed. However, even here, rather than a long list I'd prefer to simply queue up enough work for the artists for the next few iterations and leave the remaining items in a simple, point form lists. This gives the designers some ability to change their minds.

    The key is to make sure you're only working on the most important stuff first. IMO, you can't do that with a BDUF (Big Design Up Front) plan and schedule.

    Obviously, you can deliver a product using either approach and each has it's own challenges. I merely support devilShadow's contention that you don't necessarily need an iron clad design document prior to starting work.
     
    Last edited: Feb 19, 2006
  5. Lilguy

    Lilguy New Member

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    Hey Dingbat, congrats on RO, Steam, and the apparent sucesss of Tripwire in general. Thanks for dropping by here and sharing your insight and encouragement too!

    I started Apprehension a few years ago, and as oXYnary pointed out, had to abruptly drop the project when I was hired at Raven software last January (it was a tough decision, but providing for my wife and 2 girls won out in the end)
    When I started the project, I had very little know-how concerning project documentation, and in any case it didn't seem important since I was pretty much the only contributing developer (other than my roommate.) oXYnary's done a great job keeping things together, but his passion is art, and he's wisely chosen to seek out someone more experienced to be the "line producer" so to speak.

    I have to say though, thorough documentation is a full-time job if you let it be (and at a certain point, becomes somewhat futile), and in a way this entire project is a prototype. The wiki has more than enough info for a few passionate developers to run with it and create something awesome. As oXYnary pointed out, what the team lacks right now is organization. The concept-to-asset-to-gameplay pipeline is very jumbled up, and the project is by nature ambitious enough that it can be overwhelming for even the most talented coders and artists to know what to do next.

    I believe this community's going to get a shot in the arm when UT2007 comes out, and Apprehension is going to be right at the forefront.
     
  6. DingBat

    DingBat New Member

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    Hey, congrats to you too. Raven is the big leagues. :)

    Sounds like you had things well under control. Wiki's are hugely useful tools for teams, especially distributed teams. I highly recommend them for storing information, MUCH better than the standard forum.

    I'm more impressed with Apprehension and the team with every new post. Sounds like a team with it's act together. Looking forward to seeing good things when UT2k7 arrives.

    Cheers.
     
  7. oXYnary

    oXYnary New Member

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    Heyo, bringing the thread back from the dead. We have had a few bites, but unfortunately mostly from people who wanted us to switch to different engines.

    Anyhow a update with something often overlooked. Music.

    Shortage - for Apprehension created by Rucklo.
     
    Last edited: May 9, 2006

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