Dev Log #1


When first discussing our game idea, the first issue of scope became critical. Since we are only a team of three, two of us being artists (one 2D focused and one 3D focused) and the other team member being a programmer it meant the scope really had to be narrowed down to make sure team burnout would not become a major issue as well as biting more off than we could chew (taking on more than we could actually handle). This was discussed in our first meetings, especially when formulating our risk analysis table and production plan. From there we made sure to keep our game to a first level only to avoid over-scoping, keeping the graphics simple and manageable (PS1 style and low poly esc style and simpler art-syle/aesthetic) as this meant our project would be more manageable.

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