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  3. Management, Marketing and UX | Devlog #3

Management, Marketing and UX | Devlog #3

[p]A strong team is the foundation of a strong product—or in our case, a strong video game. We are fortunate to attend a university that prepares us for the realities of the job market and for the importance of communication, with all its ups and downs. Conflict resolution and respectful dialogue are therefore put into practice throughout our projects, allowing us to grow not only as future industry professionals, but also as human beings.[/p][p]In this weekly blog, we aim to give you insight into how a team composed entirely of newly qualified students manages its internal operations. You will also have the opportunity to learn how our final project, Spire of Chaos: Arcana Unleashed, came to life, as well as how we maintain a healthy work environment with 25 students working on their first major project. Finally, we will discuss the efforts accomplished in terms of the game’s marketing and user experience.[/p][p][/p][p][/p][p][/p][h3]The Project[/h3][p]Spire of Chaos: Arcana Unleashed was born in an environment many would consider competitive. During the first week of our final year, twelve game ideas were proposed by students. One month later, only two of those ideas were selected to move into production: Looters and Spire of Chaos: Arcana Unleashed.[/p][p]Originally titled Upside Down Arcana, the team was initially composed of four students before expanding to include a total of 25 members, all of whom had to adapt to the project and embrace the game’s identity in their own way. This final project represents 22 weeks of development, the result of our hard work, ultimately completing our last year of university.[/p][p]Learning to let go of our ideas is nothing new to us. Throughout our time at UQAT Montréal, this concept has been taught and put into practice on numerous occasions. It prepared us for the very moment of our final project, when many ideas were cut in order to retain only the two most achievable ones.[/p][p][/p][p][/p][p][/p][h3]Why Spire of Chaos: Arcana Unleashed?[/h3][p]We won’t hide the fact that, at first glance, a game built around a magical girl theme and tarot cards was not destined to appeal to everyone. It was a risk taken during the conception phase, but finding a way to attract a broader audience to these themes represented a challenge the team was eager to take on.[/p][p]To maximize their chances of success, the founding team ensured one vital element before entering production: adapting the game to the cohort’s skills and development preferences. At that stage, many aspects of the game’s direction were still undefined. As a result, the integration of new team members became a crucial step, allowing them to enrich and expand upon the project’s original vision. Thanks to their contributions, Spire of Chaos: Arcana Unleashed was able to reach the next level.[/p][p][/p][h3]Integration and Communication[/h3][p]The team was aware of the elements that were still missing in the game’s conceptualization before bringing the 17 new members onto the project. We did not yet have a clear idea of the artistic direction, the mechanics, or certain other aspects of gameplay. For this reason, the integration of the new teammates was essential to the project, as well as their understanding of our objectives, so that they could then propose changes and new ideas. Since the team was now larger, strong communication was fundamental to ensuring that everyone felt welcomed and could easily take ownership of Spire of Chaos: Arcana Unleashed. One of our priorities was making sure that everyone had a voice in the game’s development. In fact, many things changed significantly during the first week of integration: among other things, the surrealist art direction shifted to Art Nouveau, and the game genre evolved from Hack and Slash to Souls-Lite.[/p][p][/p][p][/p][h3]Management[/h3][p]Another important point is ensuring that each team member’s objectives are understood. One person may aim to refine their portfolio with what they create for the game, while another simply wants to do what is necessary to earn their diploma. All of these reasons are legitimate, and it is the managers’ responsibility to take all of these factors into account when planning the project. We must understand everyone’s motivations and the level of effort they wish to contribute in order to better organize the workload.[/p][p]It is important to truly know one another when working on a large-scale project, especially from a management perspective. We are fortunate to have two managers overseeing different sides of production based on their specialization—one in art, the other in design—and who have known each other since the beginning of the program. They have worked together on several other projects throughout their degree, whether on academic assignments or Game Jams, and these shared experiences contribute to a positive team atmosphere and strong communication overall. Thanks to this good communication between departments, which can sometimes be delicate due to a lack of understanding of each other’s work, misunderstandings are resolved quickly and without difficulty. We have also come to realize that having knowledge in a department other than our own greatly helps in managing future issues.[/p][p]To help prevent communication-related misunderstandings, we strongly believe that organizing team activities that bring together all departments helps break the ice between individuals who would not normally interact. When returning to production, these team members will have had the opportunity to get to know one another and will feel less hesitant to share information with colleagues, encouraging a healthier and more collaborative work environment.[/p][p][/p][p][/p][h3]Marketing[/h3][p]The marketing strategy for Spire of Chaos: Arcana Unleashed is somewhat different from other typical games because it is a production developed within an academic context. This means we must of course consider the work that has been created, but even more importantly, the people behind the project. They are remarkable individuals who work extremely hard, and we want to highlight them.[/p][p]Additionally, in the current state of the industry, we must put in twice the effort to stand out in the eyes of studios. Almost all of us are currently seeking internships and/or employment, so the marketing of our game must showcase the team’s talents just as much as the game itself.[/p][p][/p][h3]User Experience[/h3][p]Even though our game may initially appear feminine in its themes, our goal is to reach a diverse audience and ensure that it is accessible to a lot of people. We value all feedback in our effort to improve the game while also refining our own skills. Although some opinions may not necessarily be applicable to our project, we remain attentive to each of them and, in all honesty, we truly want to hear your thoughts on our progress.[/p][p][/p][p][/p][p][/p][h2]Q&A[/h2][h3]If You Had to Choose a Tarot Card to Represent You, Which One Would it Be?[/h3][p][/p][p]Jonathan: The Hermit, which represents wisdom, solitude, and calm. I tend to isolate myself, but this project is teaching me to communicate with my teammates when I believe the information is important.[/p][p][/p][p]Victoria: The Fool, which represents innocence, freedom, and the journey. I live in the present, minute by minute, second by second. I also enjoy discovering new experiences, especially through travel.[/p][p][/p][p]Rafaëlle: The Queen of Swords, which represents intelligence, critical thinking, and honesty. I am someone who values knowledge and intellect. I am honest and follow my principles closely. I make decisions based on logic and reasoning.[/p][p][/p][p]Béatrice: Justice, which represents truth, fairness, and, of course, justice. I discovered a passion for project management, through which I maintain a strong sense of fairness and ethics. I stand for decisions based on logic rather than emotion. In my personal life, I also seek to find inner balance.[/p][p][/p][h3]Best Aspect of Spire of Chaos: Arcana Unleashed?[/h3][p][/p][p]Jonathan: The options menu, because in student projects, it’s usually one of the aspects that gets done last. In this project, however, we refine on it and take it into account from the very beginning.[/p][p][/p][p]Victoria: Seeing the evolution of the game through everything we’ve learned and applied. Also, the fact that it’s our game and that we’ve been able to influence it before making it available to the general public.[/p][p][/p][p]Rafaëlle: The team, the communication, and the mutual respect we share. I feel motivated to work on the project because of the team’s incredible atmosphere.[/p][p][/p][p]Béatrice: I’m proud of the game’s final presentation and of how the concept evolved into production. I’m also proud of the gameplay challenge we set for ourselves, as well as the theme we chose and how we brought it to life.[/p]