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(Producing Legend of Hart's Hollow - Overview)

cover photo for the game Hart's Hollow
On Legend of Hart's Hollow, I primarily oversaw the 3D art department which numbered around 15 people. Some of my responsibilities included the onboarding process, ensuring new teammates understood what was expected of them as well as the company structure, and teaching teammates the basic of using Unity with which some had no previous experience.

{Click here for the Hart's Hollow producution blog}

Responsibilities: Producer

Awards: Best Global Game Jam of SCAD 2013

(Onboarding New Employees)

Polybot Onboarding Process from Nina Park

One of my duties for the project is to onboard new employees. To do so, I created a presentation that gave all the employees the basic information they needed to start. As this presentation was more directed towards 3D artists, I also included the basics of how to use Unity in the presenation. Many of our artists had no previous experience in Unity but were familiar with UDK and Maya so I drew parallels from those programs in order to help them understand Unity better.

(Communicating with Sound Designers)

One of the challenges I faced working on Hart's Hollow was communicating with our sound designers. Due to the fact that I had little previous knowledge pertaining to sound, communicating with them was a constant interative process. The best method we arrived at was for me to draw out a mock sound wave and explain what would happen as the sound played. This visual representation of the sound allowed me to effectively convey my thoughts to our sound designers.

(Producing Land Navigation - Overview)

cover photo for the game Land Navigation
Land Navigation is a serious game that teaches players how to navigate over land with a compass and pace beads. The team had 7 members, including myself. As producer, my main challenges were setting up an organizational infrastructure in pre-production and uniting a new team around a project.

Responsibilities: Producer

(Setting up Infrastructure)

Because of the large size of our level, it was necessary to cut it into 16 parts as shown in the picture above. While artists had certain sections they were in charge of, multiple artists often had to collaborate on the same section at the same time. This meant there was the danger of accidentally saving over a teammate's work.

The team didn't have access to production software like Perforce that would help with version control, so I created a method of version control using a check out system over Facebook, ensuring that teammates didn't save over each other's work.

When grabbing a level saved on our servers, team members would post in the Facebook group that they were checking out a level or package. After they were done, they would comment that they had checked the level back in and reuploaded the new level to our servers. Only 1 person was allowed to work on a section at any given time. This ensured that 2 people weren't working on a level (e.g. C2) at the same time and then upload it to the servers at different times, meaning that someone would lose the work they saved to the level.

I also set up organizational infrastructure on how the team would save their work. We utilized 2 different servers to save work, Copy (which was only for final assets) and the SCAD Collab server (which was for in progress work). All of this information was communicated in a handy document (viewable with the link below) that was saved to our servers. Teammates could access this doc at any time if they had questions and came to me if they needed further clarification.

{Click here to see the full Production Pipeline and Organization doc}

(Making SCRUM fun)

Being on various projects, I noticed that SCRUM was sometimes a negative experience for team members, especially if they hadn't done work. However, I would rather know that they hadn't done anything and why as opposed to having no idea. If I know, then I'm able to work with the teammate to find a solution to any potential problems.

Following my friend Casey Bridgham's lead, I started making SCRUM gifs to turn SCRUM into a positive, fun experience for teammates. Whenever I call team members to SCRUM (usually done online), I send out the link to a SCRUM gif I made. Teammates would want to see the daily gif and that draw was enough to get them to report in. Even with teammates who are working remotely, I can get an update from all members within a couple of hours. Thus, by turning SCRUM into a fun, positive event , I was consistently able to know where teammates were at and when impediments occurred, information that is vital to me as a producer.

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