Don't Let Them Cook
Cinematic Platformer - Vertical Slice - 2024


Synopsis
You are poichon in an evil cat hotel. defeat the evil cat chefs, free your friends from a delicious demise and obtain the key to freedom with the power of friendship!

Unreal

11 members

30 Days


Roles - Producer
Global Organisation
At first, I made a plan with the phases of the whole production. With the conception of the project already done, we started directly with the pre-production.
For the buffer, I had a bit more time than in previous projects because we never had enough time to correct bugs or create a cheat menu. I thought that 5 days would be required, which was ultimately fully utilized.
But one thing was needed for this project: we had to place polishing at the highest level of priority. So, in addition to the buffer, we had 3 days for polishing.
Again, this time was fully used by the majority of the team.


Tasks
For the organization, I’ve set each sprint to last 5 days. It’s useful to hold the sprint review at the end of the week because, based on previous projects, students are less productive by late Friday. This allows them to take a break from hard work and engage in great discussions with the team.

For the tasks, I made a planning of stories with due dates in Excel. After this, I made the tasks for each sprints.


The team and I decided to manage the tasks on Jira due to the ease of viewing what each person has to do during the sprints. We can make comments and propositions, see dependencies, and view epics.
To me, this application is easy to set up. However, the free version limits many functionalities, which I had to complete with another software, Excel.

Excel

At first, Excel was only used to have a global vision of the project with a Gantt chart of tasks, stories, and epics.
But after the project "Don't Let the Cook" finished, I decided to retake it. Two goals, make :
- Excel Good looking.
- Full dynamics tables
For this retake, I wanted to make this Excel-based software useful for any future project. So, I added a budget functionality that can be helpful in a studio.
The team
Level Artist : Maxime VAUQUIERES
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3D Artist : Anna DUBREUIL
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Tech Artist : Lina GAUDIN
2D Artist : Camille DURAFFOURG
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3D​ Character Artist : Sophia ESPALLARGAS
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3D Character Artist : Hugo (Hameline) BENACCHIO
System Designer : Clotaire CARTON
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Level Designer : Ewan GAVOILLE
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Level Designer : Max FERRIER
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Programmer : Barthélémi RAPEAUX
