With the project at work ending soon, I'm reflecting on all I've learned about the inherent inefficiencies and caveats of larger projects. As a tester I'm hit particularly hard by delays and kinks in the system, as I only get to do my job when others have done theirs.
It's a shame we're mostly seen as the bottom wrung of the gamedev ladder, but hopefully my specific role being more technical can get me a seat on the planning table to ensure thins go much smoother in future projects...
It's a shame we're mostly seen as the bottom wrung of the gamedev ladder, but hopefully my specific role being more technical can get me a seat on the planning table to ensure thins go much smoother in future projects...