About the final playtest.
During the final playtest, I encountered a situation where my work was essentially absent during testing and was represented entirely by a third-party version on different exe file. World Designer didn’t fully utilize the assets I’d created, despite having prepared materials for them and a 24-hour playtest deadline. Version I created did not compile properly with playable version that included main mechanics due to bugs that occured on my level. The solution would be copy and pasting models and materials I did to the main level, but by unknown for me reason World Designer were not able to do this.There also was a failure to apply the shader, so at the end Designer overlayed my textures on his own graybox scene and small part of my assets, where the models weren’t prepared for texturing.
Unable to resolve this situation in the short term, I decided to focus on the final feedback on my visuals from others and to critically reflect on what I could improve in order to minimize similar issues in the future, considering that they also impact my personal relationships with team members.
Why did this happen?
- Miscommunication. I failed to clearly communicate my position to the team, and coupled with the language barrier within the team, this led to situations where issues weren’t resolved, because discussion were dismissed.
- Underestimating deadlines. By submitting the work the day before the playtest, I assumed that a full day would be enough to complete the set-up scene. However, this estimate was based on my own skills and understanding of working in the engine, while the person responsible for compiling visuals didn’t have the opportunity to work at the same pace. This was partly due to the communication issues mentioned above.
Final Result
Personally, I was disappointed that we did not put together a final version of the game that would incorporate all the iterations across all aspects. The separation between visual and technical concepts greatly undermined the perception of people who tested our game. However, despite numerous difficulties and disappointments during development and the stress of the final playtest, I learned many lessons along the way. I feel like I’ve made significant progress in 3D modeling and have become accustomed to the core pipeline I must adhere to during development.
Final conclusions and room for improvement:
- Control and time management
- Activity in social interactions
- Conflict resolution skills
- Better planning and awareness of the workload










































