Project Overview

Role: Solo Producer & Developer
Timeline: March - August 2024 (6 months)
Tools: Jira, Agile/Scrum, Unreal Engine 5, Steamworks
Project Type: 100-Player Battle Royale FPS

Project Vision: Create a fully-featured battle royale prototype with 100-player multiplayer, realistic weapon systems, and core BR mechanics including aircraft spawning, safe zones, and loot systems.

My Role: As a solo developer and producer, I managed the complete development lifecycle - from initial technical design and backlog creation through implementation of complex multiplayer systems and final Steam integration.
Production Artifacts

Backlog Structure & Sprint Planning:
Our development was guided by a structured backlog organized into eight key epics:

1. Project Foundation (Engine setup, version control, basic level)
2. Core Character Systems (Movement, health, animations)
3. Weapon & Combat Systems (Shooting, multiple weapon types, damage)
4. Loot & Inventory Systems (Random spawning, pickups, inventory management)
5. UI/UX & Spectator Features (HUD, minimap, spectator mode)
6. Battle Royale Mechanics (Aircraft, parachuting, safe zones)
7. Multiplayer & Matchmaking (Steam integration, networking)
8. Polish & Release (Optimization, packaging, distribution)

Key Insight: Breaking down complex multiplayer features into testable vertical slices allowed for incremental validation and reduced integration risks.
Sprint Execution & Tracking:
Burndown Chart Analysis:

- Consistent progress across 12 sprints with steady velocity
- Early sprints established strong foundation (29-34 points)
- Mid-development maintained sustainable pace despite technical complexity
- Final sprints focused on polish and optimization

Sprint Breakdown:

Sprint 1-2: Project foundation & character systems (29-34 points)
Sprint 3-4: Weapon systems & combat mechanics (28-25 points)
Sprint 5-6: Loot systems & UI features (22-18 points)
Sprint 7-8: BR mechanics & core gameplay (15-12 points)
Sprint 9-10: Multiplayer & networking (10-8 points)
Sprint 11-12: Polish & release preparation (7-5 points)
Team Velocity & Forecasting:

Velocity Analysis:

 - Started strong with 29-34 points in foundation sprints
 - Maintained consistent delivery despite increasing technical complexity
 - Final sprints focused on high-quality, lower-volume polish work
 - Demonstrated reliable estimation and sustainable pacing

Key Learning: Front-loading foundational systems created a stable base for complex multiplayer features, while dedicated polish sprints ensured professional quality.
Project Timeline & Milestones:
Development Phases:

 - Pre-Production (1 week): Technical design, multiplayer architecture planning
 - Alpha 1 (4 weeks): Core character and weapon systems
 - Alpha 2 (4 weeks): Loot systems and basic multiplayer
 - Beta (4 weeks): BR mechanics and UI systems
 - Gold Prototype (4 weeks): Steam integration and polish
 - Release Candidate (2 weeks): Optimization and bug fixing
 - Gold Master (2 weeks): Final packaging and distribution

 Key Insight: Staggering multiplayer feature implementation allowed for continuous testing and reduced integration complexity.
Production Challenges & Solutions:

Challenge: 100-Player Network Synchronization
Solution: Implemented authoritative server architecture early, prototyped network replication in Sprint 3, and iteratively scaled player count from 4 to 100 throughout development.
Challenge: Complex BR Mechanics Integration
Solution: Developed aircraft and safe zone systems as standalone prototypes before integration, ensuring each mechanic worked independently before combining.
Challenge: Steamworks SDK Integration
Solution: Reserved dedicated sprints (9-10) for Steam integration, allowing focused work on authentication, matchmaking, and achievement systems.
Key Production Metrics
Total Development Time: 24 weeks
Sprints Completed: 12
Total Story Points Delivered: 159
Major Systems Delivered: 8 epics, 21 stories, 72 tasks
Multiplayer Features: 100-player support, Steam matchmaking, network replication

Lessons Learned
- Prototype early for risky features - Network systems benefited from early validation
- Vertical slices build confidence - Each epic delivered playable functionality
- Documentation prevents rework - Clear completion criteria ensured feature completeness
- Dedicated polish sprints are essential - Final sprints transformed the prototype into a portfolio-ready    product

Tools & Methodology
Project Management: Jira (Scrum)
Version Control: Git with feature branching
Development: Unreal Engine 5, C++, Steamworks SDK
Methodology: Agile/Scrum with 2-week sprints
Documentation: Technical design docs, network architecture, sprint reviews 
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