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Micro Quest Postmortem

As I typically do after working on a project I would like to do a postmortem about Micro Quest to look at what went well and what could have gone better. As far as the team goes, there were not any major issues. There were a few instances where work could have done to a slightly higher standard, such as unclean code or overly high poly counts, but those are minor issues and not unexpected at this level.

One of the major issues we had from the start was poor organization. There were several attempts throughout at maintaining a trello board for tasks but team members would often stop using this after a week or so. This made it much harder to review and manage tasks for the team. Additionally this led to some wasted or poorly prioritized work. Along with the organization issues, communication was never quite as good as it should have been. There were frequently times were I was unsure of what certain team members were doing. Going with that, our stand ups and checkouts were never quite as helpful or informative as they should have been.

On the other hand we did a fairly good job keeping scope in check. There were some elements that needed to be cut or adjusted throughout of course, but that is part of the process and I feel we were able to do that as necessary. We also managed to deliver on the feeling of scale in quite a few ways in the project, which to me was always one of the big selling points of Micro Quest, making the player feel small. Also, even though our code is not as clean as it should be, the game works as expected and there are very few bugs to speak of (other than the oversized ones of course!). I am looking forward to discussing these same things with the team to see what other members feel about the project.

Notes from our team retrospective

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