Co-Producer | 22 - Person Team | Unreal 5
Kneedle Knight is a third-person action-puzzle platformer in which the player controls a knight turned into a mouse that wields a magic needle. To return to his human form, the Mouse Knight must traverse through the sinister castle of the Witch of Fabric by using his new special ability to sew himself into fabric. The player will use their needle to stun enemies, conjure fabric, and merge to perform platforming challenges and solve puzzles.
Kneedle Knight includes the following:
· One original character
· Two original enemies
· Original Art
· Original soundtrack
· Voice Actions
· 5 languages supported (English, Simplified Chinese, Korean, Hindi, Telugu
· Playtime (main story): 1-2 hours
· Playtime (100% achievements): 2 hours
· Steam leaderboard support for level speed-running
1/7
Organized and supervised the team's daily Scrum and Scrum of Scrum.
1/8
There are six of us on the leads team, including one Game Designer, two Co-Producers, and three Leads in each discipline (Art, Design, and Programming).
There are 22 developers on our team.
- Communication is all that matters.
Producers need to be especially careful about communication. Landing people involved in a discussion on the same page is necessary.
- There are many things that the team doesn't know, but you do.
Whenever we do a design pivot, schedule change, or feature addition, we have the perfect reasons to do so, whether from stakeholder feedback, playtest feedback, etc. However, the team doesn't share the same information as we do, and walking through the reason for the change to the team is crucial.
- Make sure you understand the task before bringing it to the team
There was a scenario when I brought the team on task, but I didn't really understand it, not the technical part but the dependency part, and it was a nightmare. Every time we check with the team on a task, we need to understand its production-related information at least, such as dependencies, due time, people involved, etc.
- Always leave some buffer zone.
If you have 150 labor hours in a sprint, plan with 120. There will always be surprises in Agile development and changes we need to perform. Leaving a reasonable buffer zone will make producers' and team's lives much easier.
- Again, cheer up!
There will be some milestones we could do better, frustrations, and dramatic things between people. Producers were exposed to all of them and could not run away. Always remember why we are here and doing this job when it happens. And when the team does a good job, celebrate with them.
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