Dev Log Pre-Production | Zimu Chen



Last week, our team created a pre-production backlog that defines weekly work and goals. Some checklists and tasks were not clear enough for team members to understand what to do, such as "Design the concept of a level," which made the scope of the task too broad. Based on the rapidly developed template format, we have more clearly defined and divided each task. I broke down the concept drawing of the level design into three parts, making a total of three levels. For example, the first level is an apartment building, then my backlog is to design an "apartment-living room". and my second backlog is to design "apartment-bedroom" concepts which were also included in the first sprint. Of course, there are many other tasks included in the first sprint considering there are more than three weeks for one sprint, and I won't list them all here. (Just found out the sprint only contains one week, further changes on backlogs will be added later)

Another big change is the list title. Short and clean titles can play a good role in organizing team members' schedules. The simplest formats are product backlog, in progress, sprint, and completed lists. Team members can easily understand the current tasks and what is completed or not completed.

As for my sprint 1 tasks, I gave most of the scene design the highest priority. After all, in point-and-click puzzle games, the relationship and information of the scene play a big role, and also in the design of subsequent puzzles. Overall, I feel that our team is on the right track. All team members understand their tasks and the order of tasks. As for the next step, I will complete the conceptual design of the remaining levels as soon as possible and invest in the design of art assets as soon as possible.

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