Summary
Kanchey is a unique platform where you can experience one of your favorite childhood marble games in a brand-new avatar with breathtaking graphics and immersive gameplay.
The game offers you a world of infinite possibilities including curated tournaments where you can play and win free chips and much more. It has a streamlined interface with enhanced graphics and super-smooth controls that will have you hooked for hours at a stretch while playing marbles. The game lobby is unique and easy to navigate. You can easily choose a room and tournament of your choice without getting overwhelmed. And with unique rooms to choose from, you will never run out of options: you will always have something new to explore.
Kanchey is a game where you choose how you want to play as it has many different challenges for players with different skill levels.
Development Information
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Team size: Ten (2 Level Designers, 3 Artists, 2 Programmers, 2 Producers, One QA)
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Project Duration: Six months
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Work Hours: 30 hours per developer per week
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Engine: Unity
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Platform: Android
My Responsibilities (Level Designer, Game Producer)
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Lead Scrum meetings and work with the team to establish smooth game design and development process
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Collaborate with department leads to ensure consistency of design throughout the project
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Create/maintain design documentation on Confluence Wiki
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Represent the team in all major presentations
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Communicating with QA team and ensuring they understood the requirements.
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Creating stories, feedbacks and other tickets on Jira and following complete sprint cycle according to the roadmap.
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Discussing OKR goals with upper management and the team in order to understand the difficulties and sorting out the issues on regular basis.
Mini - PostMortem
What Went Right
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The producer and game designer worked well together
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The team set clear priorities for QA and Usability testing
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The game designer gave consistent constructive feedback, and wasn't afraid to draw hard lines
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The team handled cuts and reworking of ideas well
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The producer and game designer helped everyone feel motivated and supported
What Went Wrong
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The team needed to identify unsuccessful designs sooner
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Preproduction needed more structure
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The team didn't take actions against large technical challenges quickly enough
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It took a long time for the team to find the game; we approved ideas before they were fully articulated
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There were some transparency issues between stakeholders/leads and the rest of the development team
What We Learned
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It's important for the team to have a safe space to voice concerns
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Project leaders need to be aware of their needs in preproduction, and the producer should add structure as needed
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The game designer and the producer must have a healthy working relationship for a project to succeed
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Be weary of hype in the design phase of a game--but keep an open mind as well
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Leaders on a large team need to take extra precautions to keep their developers informed