Showing posts with label Weekly Game Journal. Show all posts
Showing posts with label Weekly Game Journal. Show all posts

Tuesday, January 20, 2026

Learning to Lead With Care — Coaching, Scrum, and the Craft of Building Games Together

Originally written March 1, 2022 | MS Game Production and Documentation Course

Assignment 6.2 — Weekly Journal | Reign and Rebellion


Introduction

As a producer on the Reign and Rebellion project, I worked on the web documentation, specifically the Design section, game modes, and different game types. I also worked on the video pitch, which provides a detailed description of the game and the production methodology used by the team.


Project Doing

I improved my pitch video by adding more content to the presentation, including a product demo video. I edited the video using Adobe Premiere Pro, a tool well suited for editing gameplay footage and producing polished game demo videos.


Project Learning

I refined how game content is described within the web document, including systems such as scoring, enemy respawn mechanics, and hidden locations within the game. The document also explains how points and scores relate to kill counts, helping to clarify gameplay systems for the team.


Book Reading

Coaching is often one of the most critical factors in a team’s success, even though a coach may not be the best at any individual role. A coach keeps the team focused on the larger goal and reflects observations back to the team. One of the biggest challenges a coach faces is resisting the urge to take the easy path by solving problems for others, instead helping them grow as independent problem solvers. A coaching stance refers to the mental and emotional disposition coaches adopt when assisting others. It supports individuals or teams who will most benefit from guidance and growth. When helping someone with a problem, it is common to already have a solution in mind; however, forcing that solution often creates resistance and emotional investment in its adoption. Effective coaching involves discovering solutions collaboratively—from developers to studio executives—rather than imposing answers.


Book Learning

Self-organization is one of the most culturally challenging aspects of Scrum. It requires significant trust and team maturity, while still demanding strong leadership. Resistance often comes from developers who focus narrowly on their individual tasks and expect managers to resolve broader issues and uphold quality. Teams that select their own members demonstrate higher levels of accountability. In contrast, teams assembled solely by management may lack a sense of ownership, which can hinder commitment. By preserving Scrum principles while scaling, teams can maintain short communication lines and ensure developers retain purpose and autonomy. By analyzing player reactions, teams can shift focus toward features players prefer. In live game development, the measurable goal is not simply defeating enemies, but increasing the number of players enjoying the game—often tracked through metrics known as Key Performance Indicators (KPIs). Feature boards help teams visualize progress daily and encourage the conversations necessary for effective cross-discipline collaboration.


Conclusion

The practices and experiences of Agile game development are very real. While many studios have adopted Agile-based methods over the past decade, many still struggle to fully embrace the underlying values and principles. As new platforms and business models continue to emerge, new practices, tools, and approaches will evolve, enabling creative teams to build better games more efficiently. This adaptability is what makes Agile particularly well suited to game development. The goal is not to find a “perfect” methodology, but to remain open to change.


References

Keith, C. (2021). Agile Game Development (2nd ed.). Ebook: Pearson Education, Inc.

Previous entry in this series:

Learning With Care — Documentation, Collaboration, and Reflective Game Production Practice

Next entry in this series:

Presenting With Care — A Professional Video Pitch Grounded in Teamwork, Methodology, and Iterative Improvement


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.


Tuesday, January 13, 2026

Learning With Care — Documentation, Collaboration, and Reflective Game Production Practice

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.


Tuesday, January 6, 2026

Building With Care, Clarity, and Gratitude — A Reflective Journey in Game Production

Originally written February 6, 2022 | MS Game Production and Documentation Course

Assignment 4.1 — Weekly Journal | Reign and Rebellion


Introduction

This week, I worked on a web document for the project. As a producer, my responsibility is to document information on the website. The web document functions similarly to an art document and a design document. It consists of character art and design-related details such as gameplay descriptions, game modes, and other essential elements.


Project Doing

My role within the production team involved building art and design web documents. These documents serve as a central source of information needed to progress with the project and help streamline the team’s workflow. The documentation includes multiple aspects of art creation for the 3v3 shooter game, such as asset packs, concept art, design specifications, and detailed descriptions.

The design section covers gameplay descriptions, UI details, prototype requirements, artistic style, different game modes, and arenas. Preparing these documents is research-intensive and time-consuming, but essential for maintaining clarity and alignment across disciplines.


Project Learning

While working on the design page for the web document this week, I learned several important lessons, including the significance of team communication and understanding team dynamics. The web document provides clear, written guidance that team members can rely on when facing uncertainty or unresolved issues.

Beyond my assigned tasks, I realized how critical leadership is in ensuring that every team member understands where the project stands and how they can best contribute. When there are constant changes or gaps in communication, contributing effectively becomes difficult. Clear and consistent communication is the most effective way to reduce such challenges and move the project forward.


Book Reading

Technology creation and innovation can be risky. Competition in gameplay and visual quality remains important, but the technical aspects of video games have become increasingly significant to players. Extreme Programming (XP) introduces principles and practices such as test-driven development and pair programming, which aim to address these challenges

In the context of Reign and Rebellion, artists face numerous challenges within game development teams, including uncertain technology, unrealistic schedules, overproduced assets, and compromised quality. These issues are often compounded by communication barriers between disciplines, even though game development fundamentally relies on cross-disciplinary collaboration to create a fully interactive experience.


Book Learning

Designers must collaborate and communicate face-to-face within small, cross-disciplinary teams, and Scrum practices help facilitate this process. Designers are responsible for ensuring that the project vision is clearly conveyed and remains open to new ideas. Agile QA and production demand a deep passion for video games, strong organizational skills, and effective communication. Testers and producers face significant challenges, but these challenges also provide opportunities for growth and leadership.


Conclusion

The most important lesson I learned this week centers on communication—particularly addressing improper communication, lack of detail, and misalignment within a team. As a Producer on the Reign and Rebellion team, it is clear that I will encounter substantial challenges. Tackling these challenges will not only test my abilities but will also serve as a valuable learning experience as I continue to grow in this role.


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:

Learning With Care and Gratitude — A Grounded Journey of Responsibility and Growth in Game Production

Next entry in this series:

Learning With Care — Documentation, Collaboration, and Reflective Game Production Practice


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.


Tuesday, December 30, 2025

Learning With Care and Gratitude — A Grounded Journey of Responsibility and Growth in Game Production

Originally written January 30, 2022 | MS Game Production and Documentation Course

Assignment 3.1 — Weekly Journal | Reign and Rebellion


My journey as a producer continued into Week 3 with the Reign and Rebellion  project. This week primarily involved working on the Reign and Rebellion website, beginning with the homepage’s Art section, which showcases in-game characters and their abilities. Exploring the website in greater depth helped me gain a clearer understanding of the game’s vision and the current stage of development. It also provided valuable insight into where the team stands in the overall production pipeline.

I dedicated significant time and effort to refining the homepage, art pages—including character profiles and abilities—and the finer details that contribute to a polished presentation. Creating a website that documents in-game characters, their supernatural capabilities, and features related to design and engineering requires extensive research and is a time-consuming process. However, this effort is essential for clearly communicating the game’s identity and mechanics.

Understanding the target audience and player demographics is a vital aspect of game production. Recognizing users’ needs and expectations allows the team to design experiences that resonate more effectively with players. Users often have specific ideas or requests about the type of gameplay they want to experience, and acknowledging these perspectives can be crucial in shaping features and content. By focusing on the level of detail and breaking complex systems into smaller, manageable components, it becomes easier to plan and execute development tasks efficiently.

Planning video game development is both challenging and essential. A structured approach helps save development time and cost while also reducing waste throughout the production process. As the project progresses, I look forward to learning more and continuing to work on the website to ensure it meets a high standard of quality and effectively supports the Reign and Rebellion project.


References

Keith, C. (2021). Agile Game Development (2nd ed.). Pearson Education, Inc.

Previous entry in this series:

What It Truly Takes to Produce a Game — A Grateful Journey of Learning, Teamwork, and Growth

Next entry in this series:

Building With Care, Clarity, and Gratitude — A Reflective Journey in Game Production


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.


Tuesday, December 23, 2025

What It Truly Takes to Produce a Game — A Grateful Journey of Learning, Teamwork, and Growth

Originally written January 23, 2022 | MS Game Production and Documentation Course

Assignment 2.1 — Weekly Journal | Reign and Rebellion


My journey as a producer began with the Reign and Rebellion project, a third-person shooter game. Learning is vital in game development, and through in-depth exploration this week, I discovered several concepts essential to game software production. I work closely with project leads across different departments—Art, Design, and Programming—to help set up and maintain the game project’s website documentation. In doing so, I contribute to the project’s vision by supporting the team and helping reduce potential hurdles in the production process.

During this week, I learned about game flowcharts, which are visual representations of the internal structure and functionality of game software. These flowcharts cover multiple aspects of the game, including features ranging from the splash screen to multiplayer options, on-screen buttons, and player navigation. Flowcharts are powerful tools that designers use to explain gameplay mechanics, system logic, technology trees, and skill progression in a clear and accessible manner.

While exploring and navigating the project website, I also gained insight into several in-game characters sketched by one of the artists on the team. Character representation is a crucial component of any game project, as it defines a character’s visual identity and personality. Reign and Rebellion introduces new characters for players to experience, including both male and female characters, which helps diversify the gameplay experience and broaden player engagement.

Through assigned readings, I further explored the Scrum framework and its history, which provided a clearer understanding of how Scrum functions in game development. This process includes elements such as the product backlog, sprint backlog, daily scrum meetings, sprints, and the creation of potentially shippable game builds. Game development should remain a creative and enjoyable process, and this mindset should be reflected in the final product.

As the team and I work to complete tasks assigned by the project leads, it is evident that challenges related to scope and feature implementation will arise. Addressing these challenges is an important part of the learning process. Prioritizing work effectively is a vital component of fulfilling responsibilities and ensuring steady progress. From a stakeholder perspective, key considerations include value creation, return on investment (ROI), and risk management.

I continue to make progress toward completing my assigned tasks while learning what it means to be part of the Reign and Rebellion production team. I am gaining exposure to tools, techniques, and collaborative practices that will help me solve production-related problems in the coming weeks. There is no strict timebox or deadline for my current tasks, as the team is continuously producing new in-game content that may be showcased on the project website. As the art team develops visual assets, selectively displaying content on the website—while reserving some elements for in-game discovery—can be an effective strategy for attracting users and promoting the game without revealing everything upfront. This approach may play a crucial role in marketing and player engagement.


References

Keith, C. (2021). Agile Game Development (2nd ed.). Pearson Education, Inc.

Next entry in this series:

Learning With Care and Gratitude — A Grounded Journey of Responsibility and Growth in Game Production


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.


Case Study Spotlight

Grateful Reflection — Lessons in Collaboration, Leadership, and Better Production Practice

Originally written July 14, 2025 | MS Game Production and Documentation Course Postmortem Report — Reign and Rebellion Project Conte...