Following the event of the showcase I was quite frustrated to say the least. As mentioned in the post about the Showcase Event – We had no game to show and no one on the team beside the technical designer had access to the game until the evening of the day of the showcase, this is because a new github repository was made unbeknownst to us.
When I opened the new project I saw that it looked pretty different to what I had imagined, especially considering the UI I had designed a few weeks ago was seen and approved by the technical designer.


Had we had consistent updates during development I feel as though this could have definitely been avoided, steering clear of a lot of stress on all sides.
Now nearing less than a week until submission (15th), in an attempt to make sense of what has happened and make sure I was going to take the appropriate next steps I contacted Sophie, who unfortunately was not present at the showcase, to breakdown everything that occurred on the day and everything leading up to it.
My main question was – do I try to work around and expand on this new version of the game, go back and work on the previous version from the second playtest, or just work on finishing the digital portfolio in time for hand-in?
We had a quick 1-1 to discuss everything and came to the conclusion that this was entirely a communication issue and one that needed to be fixed, prompting the organisation of a virtual team meeting with Sophie over Slack on Monday.
The meeting plans to:
1) resolve miscommunication
2) have the team come together and write a bulletpoint tutorial
3) create a clear gameplay loop, leading us to have final (hopefully polished) game by hand-in.
In the mean time she urged me to create a new branch in the git and shoehorn my UI into the the game, making sense of everything else along the way.
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