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Spy Training Simulator [working title]


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Spy Training Simulator [working title]


On Spy Training Simulator [working title], I was the producer.

I wrote the Game Design Document and our Production Schedule (both of which are being constantly refined and updated) which can be found below.

With the Game Design Document, I documented and explained everything that is going into Spy Training Simulator [working title]. This served as not only what the game hoped to be, but also the base for which the Production Schedule was built upon and the creative reference point for the team.

With the Production Schedule, the initial goal was to get everything that was needed to be done out there and on the board. From there, every piece of content that needed to be created was broken up into the actual production pipeline steps that needed to be done. These tasks were assigned to members of the team and each task had a start date, an end date, how many actual days it took to be completed, and what other task(s) needed to be completed before this said task could be started. 

Every piece of content that needed to be created was documented in three different ways. The first was in a table format on a spreadsheet that served as the actual Production Schedule, the second was a timeline that broadly showed what dates a team member was working on each task, and the third was a calendar that showed on each day what every team member was working on. 

After all this was documented, glaring holes in the production schedule surfaced. Holidays/vacations were not taken into account, milestones were not implemented, and there was an epidemic of postponements. These postponements were the result of the Management role. Management's responsibility was to approve the work done by the content creators and instead of Management serving as a team of leads/producers, it was just one person approving everything. Thus, a bottleneck was created that inflated a six to nine month production schedule into a three year one, where there were large swaths of time when team member's didn't have anything to do. 

Thankfully, this was just the first draft. The updated version will take holidays/vacations into account, implement milestones, and resolve the bottleneck by breaking the Management role into multiple Lead roles. 

Game Design Document

Production Schedule

Production Schedule - Timeline

Production Schedule - Calendar