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Risk Assessment
Two ways to manage and identify key risks and issues in the project we are using are Trello dependency links and a Risk assessment table.
On our Trello board linking tasks via dependency links is a way to highlight to each member of the project whether or not the task they are working on is blocking or linked to another members task.
Another method for highlighting issues and risks that aren't necessarily on Trello cards/tasks is a Risk Assessment table. Here each risk is given an ID and description and then a probability and impact rating (Low, Medium, High). Risks with High in both categories are raised at each meeting to assess if the risk has been addressed. A column is also added to highlight which group of people on the project the risk most affects; Programmers, Artists, Level Designers, e.g.
no. | Very Unlikely | Unlikely | Possible | Likely | Highly Likely |
---|---|---|---|---|---|
No Impact | Low | Low | Low | Med | Med |
Minor Impact | Low | Low | Med | Med | High |
Moderate Impact | Low | Med | Med | High | High |
Major impact | Med | Med | High | High | Very High |
Critical Impact | Med | High | High | Very High | Very High |
- This matrix is used to categorize risks, using likelihood against the impact of each risk to get a "score".
No. | Description | Risk Score | Raised by |
---|---|---|---|
1 | |||
2 | |||
3 | Constant design changes | High | Everyone |
4 | |||
5 | Working and prioritizing the incorrect tasks | Medium | Everyone |
6 | Not enough play testing | Medium | Everyone |
7 | |||
8 | Covid and motivation issues | High | Everyone |
9 | Not ensuring the codebase is well kept | Medium | Programmers |
Risks managed:
- 1: The length of the Game has been scaled back and a set time length has been agreed on by the group (10-15min)
- 2: Tied into rescoping of game, everyone's tasks have either been scaled back or assigned to someone who knows the tools
- 7: Tied into rescoping, games core elements have been discussed at addressed
- 4: Scope of the game has been discussed and each member is aware of what features are being included.
Organisation
- Team
- Platform
- Intended Audience
- The Schedule
- Process
- Software
- Scope
- References
- Risk Assessment
- Testing
Narrative
The Machinery
- Design Pillars
- The Loop
- Movement and Player Abilities
- Fast Travel
- Camera
- Controls
- Objectives
- NPCs
- Food
- Save and Load
- Music and Ambience
- Respawning
- Layers
- NPC Interaction
Level Designs
Aesthetic
Animation
User Interface
Research
- Alert Behaviour
- Investigative Behaviour
- Play Behaviour
- Grooming Behaviour
- Foraging Behaviour
- Caching Behaviour
Level Designs [Legacy]