Production Post-Mortem

For my final Toybox blog post, I am writing a post-mortem about my whole time working on the game and with the extended team of 8.  Ever since the first semester when our team was chosen to move onwards, the idea of expanding was a great one due to the amount of possible content that could be added to the game.  I personally knew that we had to make a ton of base gameplay changes to create the game that I was dreaming of creating.

While the instructions of this assignment of capstone was to create a innovative gameplay experience,  through the first semester we created a completely amazing vertical slice off of a polished game experience that had a multitude of game systems to work on as well as a pretty unique co-op experience.

I know that any more work on this game would have to change so many base systems, such as the camera becoming dynamic, enemy design becoming way more visible and interactive for the player and the upgrades and abilities systems changing once again to be integrated into the gameplay properly.

We made a ton of correct designs this semester though that made the game go in the correct direction that I am extremely proud of.  Firstly our scope of enemy count, interact-able count, level count and world count worked out perfectly with our team’s capabilities and while I had to crunch at the end to fix bugs and such, the overall content of the game was never behind schedules and never felt rushed.

Our game switching to focus more towards a more casual audience was also an amazing choice that ended up with us making core gameplay changes that only made the game appeal to a wider audience and more play-able.  This led to changes being made with the upgrades and special abilities as well as the combat, with the new downed state system.

Lastly,  I felt right at home with the project and more importantly my role as a product owner on the game.  While it felt at sometimes like I was more of a programmer or producer than designer, I 100% always was in the position of product owner due to my role on the game in the first semester as well as team dynamic.  I know that I will always love to work on indie games more than professional triple-A titles even though I haven’t been able to work in a triple-A studio yet just because of my abilities to work leading a development team.  In the end, Toybox was an amazing chance for me to show off my team dynamic as a product owner and how much I love game development for every little aspect.  I really hope I can either continue to publish this product, or find the next game that I spend every waking moment thinking and improving upon.