Communicate with client
I was working as a co-producer for the Fred Rogers Center project, which I was response for scheduling weekly meeting with our client, receiving feedback from our client and convey the feedback to our team members and explain our concepts as well as needs to our client.
In the beginning we did a brainstorm within our team, then we combined some related ideas and categraties them, finally pitched three concepts to our client.
Notes:
Document for pitching:
Besides weekly meetings, we also went to the FRC several times to measure the pace for our installation, and make sure our installation works well with other exhibitions that are already there.
I was responsable for communicate with our client to scheduling these visit, and email them back and forth asking about the color of paint they are using already as well as the lighting condition to make sure everything matches.
I was responsable for communicate with our client to scheduling these visit, and email them back and forth asking about the color of paint they are using already as well as the lighting condition to make sure everything matches.
Our installation:
Scheduling
I am working as the producer of EXODUS project, which I am in charge of scheduling, holding playtest sessions, pubulishing our build online.
As the seconed semester of Entertainment Technology Center's first year long game project, we are keeping exploring on how the schedule works for us. We received design, art and technical documentation as well as a prototype from previous team, and our goal is to finish it and publish it.
One of the biggest challenge we are facing is that we still need to iterate on the design because some of the original design is out of scope, or not well connected with the art and technical documentation, at same time we must meet the publishing deadline and also leave time for publishing preparation. After talked with our advisors and faulty who has experience in publishing, we decided to develop a burndown sheet for our scheduling, which clearly shows whether we are going ahead of our plan or falling behind. It really helps us a lot.
Our burndown sheet:
Playtest
Playtesting is essential for EXODUS because this game includes several systems and the UI, input controls also needs testing by observing guests playing it, thus we are holding playtest sessions twice every week and getting feedback from guests.
I am incharge of preparing surveys for our guests, explain our game to our guests if they need help, analzy the results and updating our schedule according to the feedback we got.