Producer Log: Post Mortem


Hey Everyone! Welcome back to another sprint review and Post-mortem after launching our game Elementalist! My name is Billy Thao and I'm the producer for Elementalist and I'm excited to be back to share and show everyone what we've done for the production cycle of Elementalist! 

The main goals before starting development of this game was to learn as much as we could while making a game everyone can enjoy with friends or families. We wanted to provide the best of ourselves for the entire production cycle to bring a game we loved to make and loved to play. 

With struggles and hardships throughout the project, It was a big learning experience for all of us and We've definitely enjoyed the overalled development. I can say with confidence that the Elementalist Team got farther than we all expected and seen growth in ourselfs as Developers and we're proud of all the work that was accomplished and achieved. 


Entire Development  Breakdown

Total # of User Stories Assigned: 513

Total # of User Stories Moved to Verify: 493

Total # of User Stories Remain in To Verify: 0

Total # of user Stories Moved in To Complete: 493

Total # of User Stories remain In Progress: 20

Elementalist Game Trailer:

What Went Right:

  • Cohesion
    • Super collaborative workplace resulted in assets that worked with other disciplines before importing.
    • Team worked very well together when it comes to helping each other an d giving advice to others.
  • Passion
    • Every single person on the team was eager to create for this game.
    • Everyone spent quality time eradicating towards forwarding the development of Elementalist.
  • Pride
    • Everyone was proud of the work they were putting forward which created a great atmosphere.
    • Everyone still completed work and turned in quality work as well.

What Went Wrong

  • Scope
    • Went “wide” instead of “tall”. 
  • Pre-Production
    • Design doc was a good reference but didn’t label all the features we needed.
    • Planning a Proper backlog and having a game plan early on for each sprint. 
    • Having goals for every sprint and setting the expectation for each sprint.
  • During Production
    • Leadership - Dylan and I could've communicated better earlier on to be on the same page. 
    • Setting the example for the team and taking charge and setting expectations.
    • Implentation - implemented as things were developed would have reduce workloads near the end of development.

What did we learn about this experience?

  • The amount of time the development cycle takes.
    • We have a baseline understanding of sending something through the production pipeline.
    • Planning is very critical to having success and reducing as many production problems as possible.
  • Communication
    • Communication is very important and if things were not communicated effectively, problems arose and caused more problems.
    • Keeping the team on the same page on everything is critical and important.
  • Production skills
    • Leadership, communication, planning ahead of time.
    • Keeping the team together when things go south is critical to the health of the team and development cycle. 

Overall, I'm proud to be apart of the Elemental Team and the Producer for this team. Everyone have put their best effort in developing Elementalist and providing excellent participation in forwarding development. I couldn't be happier with the outcome of this project in terms of the game and relationships that were built. 

Big shoutout to our executive Producers, Jeff Underwood, Dan Alioto, and Sam Boydstun. Thanks for giving us feedback and lectures. 

Get Elementalist

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.