The End is Nigh!

The senior show is rapidly approaching, and everyone is busy cutting reels together and scrambling to put the finishing touches on their games. This is also the time of the year that crunch rears its ugly head. However, here on The Firing Squad, we’ve managed to keep our scope under control. We’re borderline anti-crunch at this point, and I wanted to discuss how we’ve managed to do that this semester.

Firstly, we tired to have a strong vision of what we wanted our game to be at the end of our development cycle. With this, we can develop a rough, skeletal plan of major feature deadlines.

Secondly, and this is the most important activity, each sprint, we planned out the next four sprints. This allowed us to stay ahead of developmental growing pains without pigeon-holing ourselves into an inflexible plan. Each time a sprint grew closer, it would become clearer and clearer so our next sprint was clearly planned, and had at least 4 weeks of thought put into it.

The end result is that we’re feeling the crunch far less than some of our peers, and the project is looking fantastic. I’m incredibly proud of my team for achieving all they’ve done this semester, and I’ve super happy with the final product.

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