Crows Nest
Home | Crows nestCrowsnest is where clarity meets control — transforming chaos into confident project leadership.
1.5 months
12 developers
Development
Concepting
During the concepting of this game, we took ‘Lovers in a dangerous spacetime’ as reference. Artists and designers made concept art & charts.
Prototyping
We prototyped the game in engine, to get familiar with unreal engine and to test if the game actually works.
Playtesting
As designers and producer, we playtested the game with the target audience to make sure the game was fun to play.
Problem solving
Team aligment
This is the first time anyone in the team has ever worked in a team to make a game. This caused some misalignment due to inexperience, to align members on certain parts I created easy overviewable documents on specific feedback systems.
Workflow management
I resolved a problem between the team together with my system designer. The game included a lot of technical design, which misaligned the team. To realign them, we created this feature spec document, which worked very well.
Production tools
Miro board
This was the first time using a Miro board in a team, it looks messy but it got the job done, and helped us make a great game.
Scrum board
I set up a Scrum board in KanbanFlow to organize tasks and track sprint progress. It provided a clear overview of what the team was working on each week.
Retro & Review
During the development of this game, we used retrospectives and review to improve our teamwork.