Air Dragon IP
At this current time, there is no title set for this game. Check back later for further updates.
Documentation
Every successful game starts out with defined documentation and planning. For me, when I start conceptualizing new game IP titles, I always start with basic documentation to get my thoughts onto paper and organize from there to see how everything flows. I choose to use Confluence/Jira as my way of managing all of my information, tasks, bug tracking, sprints, and milestones. Having all the information in one location makes finding all answers about the title easy and quick.
Confluence

Jira
Add Jira details here.

Scrum Agile Framework
Game development always has changing elements in development from start to end. Having a process that allows teams to maneuver no matter what comes up is critical to having a successful project. Open communication and constant transparency help to make sure teams stay on one accord. As a CSM, I utilize the backlog to help plan and analyze each sprint and make sure each milestone is met on time. The dashboards I create help me to track metrics and see if any impediments could affect the progress of the team and deal with them accordingly. Starting personal projects are no different. Utilizing scrum methodologies helps to keep me and my scrum team on track.

The Groundwork
The key to having a successful long-term game is all in the groundwork that has been laid in the beginning. Optimizing code from the beginning will save a lot of work and heartache later on when studios start implementing more advanced systems. Below are some systems I am implementing to go into the current iteration of my demo.
Basic Health UI for PC & AI
Intent
In creating this health system, I wanted to make it as modular, reusable, and optimized as possible. Towards this end, I made sure that I limited as much direct casting as possible. Utilizing an actor component I created a space to hold basic variables that could be attached to any asset I or any designer working on the project chooses. Past this, utilizing blueprint interfaces and event dispatchers I was able to cut down on direct casting. Also, using BP interfaces and event dispatchers instead of using bindings I found was a much more optimized way of updating the variables. Bindings seems to update every frame versus updating every second. So running the logic this way, long term, frees up memory and runs less of a risk of causing game lag from too many things updating on the screen at once.
AI: Behavior Trees and BBs
More imformation to come. Check back later!