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  • Learn By Doing: The Auxilium Postmortem

    - Justin Gibbs
  • Auxilium is a 4v4 capture the flag game made using the Unreal Engine. It was developed by student developers over the course of a semester for the curriculum of SMU Guildhall. The team consisted of around 50 team members split across art, level design, programming, and production.

    The team was organized into four sub teams in charge of delivering a single level of the game, and a small team of project leads. On this project I held the role of co-producer. The following information was collected from a 360 postmortem at the Guildhall.

    What went well

    • Leads stepped up
    • Made a fun game
    • Overcame challenge of 50 person team
    • Morale stayed high
    • Pivoted well mechanically
    • Got better at resource allocation


    For context, Auxilium was a student project. Up to this point, each of us had only developed a game on a team of four to five developers. Moving to a team size of around 50 was extremely challenging for obvious reasons. We knew that many things could and would go wrong, so myself and the other producers worked hard to maintain high morale. The team worked late shifts twice a week, so I held a barbeque every week before our late shift. The team spent time together and focused on something other than the game.

    We also added fun elements to the work day. For instance, one of the other producers would blow a conch horn (with varying success) to signify the beginning and end of a core hour session. We also held show and tells at the end of each day for developers to show off their work to the rest of their team. Morale stayed higher than expected considering the problems that arose from a larger team. Through the difficulties, we shipped a game we were proud of, and we believe the bonding elements we injected into the process helped us reach our goals in the face of adversity.


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