Slaughter House 2 Retrospective

FairlySadPanda

Covering what went right/wrong with Slaughter House 2 from the technical perspective. Stuff that went right included using more generic portable code, Plastic SCM for collaboration, and taking and incorporating feedback. Stuff that went wrong included not having a backup plan for artist availability, not taking feedback early enough, and not adapting the project to exploit known information about judging preferences