Saturday, September 29, 2018

Blog Post 6: Agile vs. Waterfalls

Blog Post 6: Agile vs. Waterfalls

Pros to Agile:
  • More flexible: This method consists of mostly trial and error.  When using this method, you begin a basic visual product.  Then take a look at the product, establishing its flaws, then work to fix them.  This process seems to focus less on due dates, it seems as thought they do not have to rush to finish a game in a respected amount of time but instead release it when it is done.
  • Instant demonstrations:  The focus of the agile method is to get a demonstrable product, as quickly as possible.  Produce vertical slices of the game that represent the most crucial and vital parts of the game.  There is a belief that a working, interactive demonstration is far more valuable than a written document.
  • Human Touch:  Instead of using tools and processes it seems as though the trust is in the creativity and customization of the designer.  Rather than just going through a process, the designer can just use logic to fix the bugs and other problems. 


Pros to Waterfall:
  • More organized:  The waterfall method is run almost as an assembly line.  This would mean that everyone does their specific part and then hands the product on to the next person for them to work on.  Since this is known as the "traditional methodology".  Experts today are much more familiar with it, making it more simple to use
  • Easier to manage schedule:  With the Waterfall method, many different people are doing many different things at the same time.  It makes it easier to schedule because you do not have to wait  for each individual person to be done to hand it on to the next person
  • More understandable:  With distinct deadlines, it is easier to follow and plan for when and how much work you are to do.  You can plan ahead, and are more likely to get the game done in time. 

Relating to my role:
My role for the moral choice game is Level designer.  I like the agile method better because I am someone who needs material evidence to believe we are moving forward towards our end goal of a finished product.  This appeals to me as a level designer because I can quickly draw up some sketches for the room that the game takes place and we can put them into Unreal rather quickly.  Our group having regular meetings helps me in particular because I get to know exactly what people are imagining this room to look like.



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