Originally written February 12, 2022 | MS Game Production and Documentation Course
Assignment 5.1 — Weekly Journal | Reign and Rebellion
Introduction
This week, I worked on a web document and a video pitch for the game. One of my responsibilities as a producer on the project was to help document the website. The web document contains detailed information on the game’s art and design, while the video pitch provides a comprehensive overview of the game and the production methodology used by the team.
Project Doing
In addition to the web game document, I prepared a pitch video that describes the game in detail. The video demonstrates the product, outlines its benefits, and explains the production methodology used by the team. It discusses Scrum as the chosen framework and also highlights what does not align with Scrum in the team’s current production approach.
I also made progress on the web document by adding several new sections focused on game modes. These sections describe different game types and arenas available for players to explore. The documentation provides gameplay details, including distinct elements such as enemies, objectives, scoring systems, and overall player experience.
Project Learning
Working on the pitch video provided valuable insights into the shooter game market and the benefits this product offers to its audience. Researching team values and evaluating how the team functions helped me gain a clearer understanding of team dynamics. I also learned how a production methodology—specifically the Agile framework using Scrum—can be applied in practice. Most importantly, examining “Scrum-but” scenarios offered meaningful perspective on how closely the team’s operations align with Scrum principles.
Book Reading
Agile teams do not operate without planning; rather, they iterate toward goals with intentional direction. Planning is both crucial and risky for agile teams that lack clarity. One challenge in adopting Scrum is that the framework is not suitable for everyone. During the initial transition, some individuals may resist working in an agile environment and choose to leave. The most effective way to adopt Scrum is to do so with full awareness and realistic expectations. Establishing metrics and practices such as velocity tracking and daily Scrum meetings demonstrates clear value.
Book Learning
Working with publishers or stakeholders can be highly challenging. The common root of many of these challenges is a lack of trust and collaboration between developers and publishers. Trust takes time to build and is strengthened through iteration, transparency, and collaboration—core agile principles. Large design documents and rigid schedules can feel reassuring but often provide only temporary comfort. Two important tools for applying fixed ship date principles are the product backlog and a clearly defined “definition of done.”
Conclusion
Collaboration is an essential element of high-performing teams. A group of highly skilled developers who cannot collaborate cannot reliably achieve success. Teams that prioritize their consumers’ needs and actively address production challenges are more likely to create better products. Every studio’s experience with Scrum is unique. The journey from apprentice to journeyman to master varies—some teams progress steadily over years, while others struggle or stall along the way.
The above content reflects learning insights from both the Reign and Rebellion project and the assigned reading.
References
Keith, C. (2021). Agile Game Development (2nd ed.). Pearson Education, Inc.
Previous entry in this series:
Building With Care, Clarity, and Gratitude — A Reflective Journey in Game Production
Next entry in this series:
Learning to Lead With Care — Coaching, Scrum, and the Craft of Building Games Together
This post is part of my weekly journal series documenting my experience in the MS Game Production and Documentation course. Follow along as I learn what it really takes to produce a game.