In this Studio Showcase chapter, we interview Grover Wimberly IV, Producer / Director / Game Designer at Whim Independent Studios, an indie game development studio based in San Bernardino, California. After delivering their first game for Android, ANTics, Whim Independent Studios started using HacknPlan to organize Selatria, a classic RPG for PC currently under development.
Why did you choose HacknPlan as your project management tool?
How does your workflow look like?
What are the best challenges you faced while organizing your team?
The greatest challenge we’ve had as a team is keeping everyone motivated during long stretches of the project. Once different assets come together and form a cohesive whole/vision, I’ve found it does wonders in team motivation. I encourage team members to show their work on the project as well so others can get motivated too.
Don’t let your milestones get too large. Chunk large sections into smaller ones. Large lists (at least for me) are very demoralizing. It’s great to see lists empty up quickly, and seeing that progress bar move. It helps motivation.
Which important milestones did you accomplish so far? What are the next steps in your roadmap?
We have just completed our milestone for Patch 1.1 for Selatria which was rolled out to Steam, itch.io, and GameJolt. The current milestone we have at the moment is working on completing Chapter 4.
Do you have wishes or suggestions for the future of HacknPlan?
Keep up the great work, HacknPlan team! No immediate suggestions or wishes for improvements at the time.
More about Whim Independent Studios:
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