Marvel Ultimate Alliance 2 was my first experience using the scrum management model. So far I’m pleased with it. I love the daily updates and I was fond of the focused attention that was given (in my case) to each level of the game as it went through each sprint.
Mission Design
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Created mission design documents using an existing template. Mission designs were based on small concepts compiled by the Creative Lead and the Narrative Team. Mission designs had to include a detailed level layout, an organized breakdown of the intended gameplay, an asethetic goals outline, a filled asset list and a cutscene outline. All prepped mission designs were promptly put through two vigorous review stages. All review generated feedback had to be addressed in a timely manner so that the mission implementation could be started as soon as possible. |
Level Construction
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Created level geometry while keeping end visuals in mind. Worked closely with Art to make sure that in game cameras would keep landmarks visible and that end level layouts would be visually pleasing. |
Mission Implementation
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Missions were brought to fruition over the course of 1.5 sprints or 4.5 weeks. Initially missions had to reach a state of full playable with stubs for things like cutscenes or more complicated AI encounters. After this stage was reached the mission was then taken to an alpha stage of completion. This meant all extra art and animation assets had to be in, cutscenes had to be working and any puzzles or other special functionality had to be present. |
Mission Polish
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In order to create a unified and polished game experience a full pass was given to each mission. The mission leads would first create a high level pacing map that covered each step in a mission’s progression. This content included encounter feedback, mood and art changes, difficulty adjustments and miscellaneous tweaks. This feedback was based on both the target quality level of the game and feedback collected from external playtest observations. Once this was all boild down into the pacing document the mission designer had everything he or she needed to bring the level to completion. |
Specifics
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Created multiple script heavy Boss Fights. This included the Protect New York Von Bardas fight, the Prison Transport Goliath and Yellow Jacket fights, the Rebel Hideout Bishop fight and the Chemical Plant Iron Man and Captain America fights. Also worked on multiple non boss focused missions and was a sub mission lead. In the last 6 months of the project, worked hard to polish up much of the game, fulfilling requested changes and bug fixing on the missions owned as well as for the missions of others. Post MUA, worked on the DLC creating the Magneto boss fight and helping with the other accompanying DLC missions.
Overall, Ultimate Alliance 2 provided a great amount of growth. Working with the current generation hardware was extremely liberating. Experiencing a project of this magnitude and still working to have an overall influence on the game as a whole was a rewarding challenge.
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