Nencetty_K_Mod4_IndividualReflection

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Southern New Hampshire University *

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305

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Information Systems

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Feb 20, 2024

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Kylie Nencetty GAM 305 Module Four: Individual Reflection 2/4/2024 There is an overlap that exists between the responsibilities of the product manager/producer, lead QA and lead designer. A product manager must ensure that the project is keeping in line with the deadlines for predevelopment, alpha, beta, and code release dates. They must also ensure that the project adheres to the predetermined scope and stakeholder vision. It is very easy for a project to become derailed without someone to monitor this information. The lead QA must also be aware of the deadlines and adjust playtesting, and bug issue resolutions accordingly. The lead designer needs to make sure that the design team is well on track for deadlines as well. It helps to have multiple roles checking in with the team members below them to hone in on any potential issues that could set back the project. These roles must also communicate well with one another, so that if an adjustment to the project is made in one area, then that change is reflected in all other areas as well. For example, if the project manager were to decide that an additional feature needed to be implemented into the project to satisfy the client’s request, then the QA lead would need to be made aware of this so that new test case scenarios could be defined. The lead designer would also need to be made aware of this so that they could begin formulating a strategy to create any additional assets needed without putting the rest of the team’s goals behind schedule. Another example of overlap between responsibilities is demonstrated when considering the way that the QA lead presents playtest prototypes to the QA team. When a game is in the early predevelopment stage, often the scope of the project is not clearly illustrated in the early prototype. If the QA lead has good communication with the producer and the lead designer, then they can reiterate the overall vision of the game to the QA team so that they can go into testing with this in mind even though all the game assets may not be incorporated at this point. This will help the QA team test scenarios from the perspective of the end-user experience. I do not believe that one role necessarily plays a more integral part in the development process than another. Each role cannot be completed without the help of another. Each stage of the development highlights the importance of a different role. For example, in the predevelopment stage programming is very important. Programming needs to be completed before there is a playable prototype to test. Game-breaking bugs can be introduced because of programming, and they can also be resolved with additional programming. The level design is also highlighted in this stage, as there needs to be a world environment for the player to move through to create a testable prototype. Game-breaking bugs can also be introduced due to world-building but can be resolved by adjusting the world as well. Artwork and animation take a back seat in this part of the development process. However, once moving into the alpha and beta stages of development, the program and landscaping should be near completion. These roles then take a back seat to the artist and animation roles. The game will need assets to immerse the player and be successful. Therefore, the artistry roles must take the helm to create and integrate models, animations, UI assets, information screens, settings
pages, etc. Without these assets, the game would be incomplete. After everything has been integrated into the game, all roles must work together with QA to identify and resolve any bugs that have arisen throughout the development process. The position that I find most challenging may not necessarily be the most challenging position to another. For me, the lead designer would be a difficult role to fill. I am not proficient enough in 3D modeling software. I find that it takes me a very long time to produce quality results. Therefore, I would not be a good fit for this type of supervisory position. I would find it challenging to assist my team if they were struggling to complete artwork or models, and I wouldn’t know how to schedule the amount of time it should take to get each asset done. My strengths lie elsewhere in the programming, QA, or producer role. As previously mentioned, there are ways in which the product manager and lead designer can contribute to the QA process. The QA team must understand exactly what they are testing, even if the game is in its earliest stages of development. If a level is completely grey-boxed, and there is no information given to the QA team about what certain assets are supposed to be or function as then it would severely limit the testing process. In addition, it is important that the QA team fully grasp the vision of the project prior to its code release stage. This will allow the team to test scenarios from an end- user perspective early in the development process. It will also enable the QA team to consider the scope and vision of the project before attempting to suggest any possible solutions. For example, if a feature of the game that is integral to the storyline isn’t functioning properly, the QA team would want to know this before suggesting that the feature be completely changed or removed from the game.
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