Per Aspera – Ground Control
2026 · 7 people · 3 months · Producer and game designer
First-year Master’s project · CNAM-ENJMIN
My contribution
Track availability, revise priorities and reduce the workload concentrated on programming.
Producing the project
I coordinated tasks, playtests and cross-disciplinary communication through delivery. I built an availability sheet by discipline to plan around the time people actually had, and revised priorities and scope to address a programming bottleneck.
I also contributed to game design. In my retrospective, I valued the time we spent on conception before moving into production: it gave us shared reference points for late decisions.
Two experiences to build, one intention to protect
The runner and control room had to work separately, then together. Their production cost also included balancing and organising four-player tests. We kept both sides through delivery.
In my postmortem, I describe a complete playable experience, but also acknowledge that scope cuts had almost erased our strongest emotional intentions. I identified weaknesses in my scheduling too. My priorities for future projects are to make remaining time more visible and decide earlier which intentions scope cuts must protect.