Headers
- Chapters
-
Prod [6/12]
Prod Monitoring
-
0 0
-
0
-


User! rank rank Loading loading Buy » Buy » Buy » Buy » Buy » 0 0 0 0 0 0 Convert »

The team is having diner and discusses the current project status and challenges.
They need to make difficult decisions.
To help them, K6 built a BURNDOWN CHART to illustrate our team velocity and predictability.
Production Burndown chart, based on number of tasks
We had 19 tasks to do. We resolved 9 after 2 days.

Production Burndown chart, based on time estimates
During pre-production, we estimated each task in dev time: [1 day], [1/2 day] or [1/4 day].
From our Gantt Chart, the total effort required to build the 19 tasks is: 10 Days.

What we observe:
So far, the team estimates were acurate and the development pace is going well. The team is predictable.
This is interesting data as it gives us a sense of our team velocity if we decide to add features or to make a second game.
That said, during diner, the team highlights that they underestimated a few things:

Quiz time!
We need to make critical decisions.
Could you please answer these 4 questions to make sure we understand where we stand?
Get 4/4 for a Bonus Star

Question is loading...



Recap of the correct answers:
Question 1: When is the best time to cut a feature?
c: Before any work is put in the feature, to avoid waste.
Question 2: Why is timely decision-making critical in project management?
a: To avoid unnecessary delays or waste and prevent issues from escalating.
Question 3: Task granularity good practice: how long should a task last?
b: A few hours to a few days.
Question 4: What is the primary goal of project monitoring?
c: To track progress, adjust if needed and to ensure the project stays on track.






Production / Mission [6/12] completed
The team decides to follow K6 recommendations:
Lime guidelines indicate that the game needs an end game. So we will use the [Win condition].
We need to cut scope: [Score Leaderboard] & [Boss Battle with SpaceTron].
Last, we need to organize the playtest tomorrow afternoon to tune the difficulty.
To do it right, we need player data. So, Ben adds a task: [Player Data hooks].
Player Data will help us to understand the game difficuly: Number of Alien waves killed, Shields used, Score...

Let's meet tomorrow morning for further development.
We need the [SHIELDS] and [PLAYER DATA] features before the playtest!