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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

  • Team size: Ten (2 Level Designers, 3 Artists, 2 Programmers, 2 Producers, One QA)

  • Project Duration: Six months

  • Work Hours: 30 hours per developer per week

  • Engine: Unity

  • Platform: Android

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My Responsibilities (Level Designer, Game Producer)

  • Lead Scrum meetings and work with the team to establish smooth game design and development process

  • Collaborate with department leads to ensure consistency of design throughout the project

  • Create/maintain design documentation on Confluence Wiki

  • Represent the team in all major presentations

  • Communicating with QA team and ensuring they understood the requirements.

  • Creating stories, feedbacks and other tickets on Jira and following complete sprint cycle according to the roadmap.

  • 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
 

  • The producer and game designer worked well together

  • The team set clear priorities for QA and Usability testing

  • The game designer gave consistent constructive feedback, and wasn't afraid to draw hard lines

  • The team handled cuts and reworking of ideas well

  • The producer and game designer helped everyone feel motivated and supported
     

What Went Wrong
 

  • The team needed to identify unsuccessful designs sooner

  • Preproduction needed more structure

  • The team didn't take actions against large technical challenges quickly enough

  • It took a long time for the team to find the game; we approved ideas before they were fully articulated

  • There were some transparency issues between stakeholders/leads and the rest of the development team
     

What We Learned
 

  • It's important for the team to have a safe space to voice concerns

  • Project leaders need to be aware of their needs in preproduction, and the producer should add structure as needed

  • The game designer and the producer must have a healthy working relationship for a project to succeed

  • Be weary of hype in the design phase of a game--but keep an open mind as well

  • Leaders on a large team need to take extra precautions to keep their developers informed

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