Time Management Task
For this task, i was given an objective of creating a small project of my choosing in a strict 2 hour time limit. We could partner up with others who would compliment our skill set to create a realisable project withing the allocated time. I chose to create a perpetual motion machine in Unity, hoping to keep a ball moving around the screen indefinably.
I feel like I was able to efficiently plan out my time for the project, using the production schedule to map out the different things i needed to do.
However, i found it difficult to stick strictly to the schedule, as i wanted to fully complete things before moving on, even if i had ran out of time. TO make this easier, next time i could think in terms of smaller jobs, as i feel like i was pretty vague with tasks i had given myself. In future, i need to make sure that i stick to the schedule as if i work with other people, their tasks could rely on me completing my own jobs and handing them work so i would be holding up everyone else if i can’t keep up with the work.
In the end, my machine does work well, however it can only complete a couple rounds on the machine before the ball stops following and falls. If i had kept enough time at the end and stuck to my schedule, i could have caught this and looked for a solution to the problem.

Production Management
Before starting out project, we need to sort out and organise a lot of pre-production management to ensure we have the easiest time making the project. This includes creating a team contract, a shared drive for files, easy contact between team members, an asset list/Trello board, production schedule, burn down charts and a Scrum meeting system.
Asset List
We created an asset list to keep the modelers on track so we can record and mark off what assets have been made and by who.
Technical Specification
Name: (Definitely not) Metro
Team: Death Core
Overview
We want to create a walking simulator game that has a large focus on the looks and atmosphere of the areas. There will be a small story where a train has broken down and must be repaired by the player.
Goals
1. Make an atmospheric first-person walking simulator
2. Lots of small, impactful assets
3. Time based gameplay
4. Have it end properly
5. A way to track progress of the game
Product Requirements
1. Make sure all assets fit the same theme
2. Make a good-looking UI, with music
3. No glitches
4. Good sound design that enhances atmosphere
Out of scope
1. It’s not an escape room/not puzzle based
2. It’s not story based
3. It will not be heavily story driven
Open Questions
1. How long will the game be?
2. What engine will the game be in?
3. What controller/keys will be used?
4. What is the objective?
5. Can you fail/die?
6. Will it be playable by non-gamers?
7. Splitting scripts
8. How will we make sure the models/textures are the same style?
9. How will we make the lantern work?
10. Can we add small platforming elements?
Approach
8 – we will all work from one selected theme and try to follow that theme, we will also check each-others work as we go.
9 – we could animate the lantern to move as the player moves, or we could fit the lantern into a hole in the players hands collider and let it move with gravity.
10 – we could make areas that are fatal to the player, such as electrified water or obstacles in the way.
Other Options Considered
Measuring Impact
At each Scrum, we will show the progress that we have made and compare the progress to where we should be and make improvements to be on schedule.