Blog - "There IS no ahead-of-schedule!"

Thursday, July 10, 2008

A few days back some of my students claimed to be ahead of schedule because they had completed already by the day before all their milestones we had set for the day.

One of my fellow instructors pointed out to him "In game development, there is no ahead-of-schedule. Go and finish it, or polish the hell out of it if it's content complete."

In any case, it is surprising how well the students are doing this session. There is one exception: a team with multiple producers and leads who fought and argued constantly (they apparently each had their own, different, design documents they had made...) was one we were concerned would not finish. Apparently it's 'nearly complete' according to their team, although I can't imagine it has any kind of polish on it at all as was pretty rough (to put it kindly) when we last saw a build just two days ago.

But other than that, the teams barely had to crunch on their provided "crunch-night" last night. Even with the fact that most of the instructors weren't around (It fell on the same evening as the Boston Postmortem).

One team was (and this is unprecedented) content complete several days ago, and they have just been tweaking and polishing for a while now. That team contained several of those students I mentioned in my last entry: every opportunity for free time available to them, they still worked on their game anyway, rather than LAN gaming with the rest of the kids. Their game was already better by day 2 than the final product of any 1-week session of camp yet.

Even more average teams, however, are surprisingly close. Before crunch officially started, one team only had a few things to add (loading screens, eliminating critical bugs from one of their weapons...) A third team only had a problem with one cutscene not loading correctly. We usually have at least one team working until 5am on crunch night, but last night we packed up and had left by 2am.

Perhaps this batch is just more hard-core about game development. Maybe they were just driven to make better games than those we showed them from the students they came before them. Or maybe we've just gotten better at scaring them into actually finishing their games early so they can work on polish. ;)

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posted by Brian Shurtleff @ 2:20 PM 

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