Blog Hours

This page contains my dev-blog information, where I break down my weekly hours, overall highlighting what I accomplished each week.

Continue reading to see how my hours are broken down.

Pre-Alpha 3--Mid-Pre-Beta 1 (March 8th, 2021 - March 21st, 2021)

Week 1: 9.5 Total Work Hours

*Mar. 8th - Monday: N/A

*Mar. 9th - Tuesday: N/A

*Mar. 10th - Wednesday: 2 Hours total, For this time I mainly made some upgrades to my website.

*Mar. 11th - Thursday: 4.5 Hours total, For 1 hour I worked on the Dungeon Objective Research document and documentation for the 1st revamped Dungeon Objective. For 2 hours I completed rough draft documentation on the 1st revamped Dungeon Objective and completed rough draft documentation on the 2nd revamped Dungeon Objective. For 1.25 hours I had a Dungeon Objective brainstorming session to salvage the ending amidst the game's scope reductions. For .25 hours I created the Dungeon Objective Cheat Sheet, which got featured for the week! It was made this quickly because of the hours of brainstorming that had occurred prior to its creation.

*Mar. 12th - Friday: N/A

*Mar. 13th - Saturday: 2 Hours total, For 1 hour I worked on the 1st Dungeon Objective Design again. For 1 hour I worked on the 2nd Dungeon Objective Design again.

*Mar. 14th - Sunday: 1 Hour total, For 1 hour I attended the WolverineSoft weekly meeting, the Level-Design Pod, and the Game Design weekly discussion.

Also my Dungeon Objective Cheat Sheet got featured in the Design Department slide for the week!

Week 2: 6 Total Work Hours

*Mar. 15th - Monday: 1 Hour total, For 1 hour I had a level-design meeting with Game Design Director Brandon Schulz and Manuel Guzman.

*Mar. 16th - Tuesday: 1.25 Hours total, For 1.25 hours I attended an industry playtesting session with one of WolverineSoft Studio's advisors, a professional in the industry named Apoorva Bansal.

*Mar. 17th - Wednesday: N/A

*Mar. 18th - Thursday: 1.25 Hours total, For 45 minutes I attended a Game-Design meeting going over designers' thoughts on the game thus far. For 30 minutes Programming Director Nigel Charleston helped me setup the game on my computer and we had a mini-discussion on design stuff we noticed about the game.

*Mar. 19th - Friday: N/A

*Mar. 20th - Saturday: N/A

*Mar. 21st - Sunday: 2.5 Hours total, For 1 hour I attended the WolverineSoft weekly meeting, had a quick pod meeting with the level-design pod, attend the Game Design weekly discussion, and had a quick chat with Game Design Director Brandon Schulz afterwards. For 30 minutes I conducted some playtesting of my own. For 1 hour I created a Defaults/Non-Defaults Google Doc, talked with teammates about game features, and playtested some more.

*

PRE-ALPHA 3--MID-PRE-BETA 1 RECAP:

TOTAL NUMBER OF HOURS FOR THE PAST 2 WEEKS:

*Target Number of Hours: 18 Hours (for 3 Academic Credits 9 Hours Per Week, 9 Hours * 2 Weeks = 18 Hours)

*Hours Achieved During this Sprint: 15.5 Hours (9.5 from Week 1 + 6.0 from Week 2 = 15.5 Hours)

*While my hours this week were under the required 18, I made up for them in the next sprint where it mattered more.

IMAGE AND VIDEO EVIDENCE

*I do not have video evidence yet, but do have image evidence.

BUGS AND PROBLEMS ENCOUNTERED:

*Problem: Due to Scope Limitations, Have to Re-Design Dungeon Objective Designs and Plans Again

*Problem: Balancing other University of Michigan Extracurriculars with Game Design Time

*Problem: Over-commitment (occasionally I communicated that I would do something and then didn't or did so late, under-estimating the workload I had during these weeks)

TIME MANAGEMENT STRATEGIES USED:

*More distribution of work throughout week

*Getting help when I needed it (getting the playtesting setup on my computer)

*New documentation organization strategies (with the Dungeon Objective Cheat Sheet, I didn't overthink it, I just did it)

SUCCESSFUL TASKS:

*Dungeon Objective Cheat Sheet (Nailed it! Super straightforward and concise)

*Revamped Dungeon Objective Documentation (These all had similar style, feel, and in my opinion were very well designed)

*Overall maintaining University of Michigan grades and getting a lot done with WolverineSoft Studio despite some big time commitments with other extracurriculars and homework.

UNSUCCESSFUL TIME INVESTMENTS:

*The Revamped Dungeon Objective Designs (they were great, yet due to more scope reductions these also ultimately are scrapped)

*Lack of time spent on HTML tutorials (still have much to learn with using HTML)

*I still overall don't feel like too much of my time was wasted, if anything I wish I had put more time into the project during this sprint

STRATEGIES FOR IMPROVING IN FUTURE SPRINTS:

*Distributing time more evenly throughout the week while putting in more time per time spent on Game Design

*Using more time going over tutorials (specifically for HTML, as most of my work is design-focused, thus I don't need to worry as much with Unity at the moment)

*Using more time to research ideas (I should've done more research in this sprint)

*Continuing to format this website, continuously updating Blog Post formats, especially on recording videos of game development/progress

*Still on learning more about Documentation styles, glad to see some of my work continuing to be featured for the Design Department

*Spend some of my Sprint time polishing my blog posts from the past.