Reflection on the VR Story

We aimed big, and was not able to deliver anywhere near the project we were hoping. I feel this came down to several elements: Not everyone on the team was equally motivated, and thanks to communication issues tasks were often not assigned in good time frame. Often I would ask to receive a task, and simply not be given one. We were also missing one team member, a person who did not perform any tasks assigned to him, and he communicated so little with us, not even in labs, or on Discord, that I am honestly not sure who he is.

Our constant battles with trying to use Git Hub and having to use a very weird workaround for Unity Collab served as a motivation drain, particularity with how long it took for things to start being combined into a single work file, and I feel several team members, who were initially excited for the project, fell on the wayside. The biggest problem with the project was the VR element itself.
As a team, we could barely get it to work. Often, things that were previously working would simply break completely when VR was activated, and I feel it was the biggest drain on time, motivation and resource, and took weeks away from the project that could have been used elsewhere. It was time we could not scrape back, and ultimately cost the project any chance of being finished to an acceptable standard.

Our final presentation only included 3 rooms, mine, Arnas's and Marco's. That being said, I have nothing but respect for Marco, who was an absolute workhorse with this project, and helped to make sure we did not turn in a total disaster.

As creative director, I tried to steer the story and game in the direction I wanted, and generally the team was happy with my work. If I could do anything different, the project could definitely have done with a more focused time plan for assets to be completed. Trying to improve motivation with the team members would have been priority number one, as by the end of the semester, we did not hear off several people for weeks at a time, and the team dynamic simply fell apart.

I am happy with how the final art style looked, and had the project been finished, would have been a very unique looking VR story. I feel most of the 3D models put into the project were of good quality.

I wonder if my own work for the project was too simplistic for its own good. I have been struggling to get my head around 3D aspects as I come from a 2D design background. 3D Modelling is outright one of my biggest weaknesses.
For this project, I focused heavily on trying to tell a good story, and my programming ended up not being at the forefront, despite that being one of the aspects I most enjoy about game development. That being said, I still feel I delivered everything asked of me, and am not unhappy with how things turned out. It's just a shame we could not deliver what we set out to do.


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