During my time in Academia, I was responsible for overseeing a number of student projects in a Producer role. It was within this context that I set up a project plan with pre-defined milestones, contributed feedback on a bi-weekly basis, and set up milestone reviews for the team to evaluate their work.
Dinogeddon was created by a mixed-discipline team working in Unity; it was inspired by classic N64 platformers and was developed ahead of the industry wave of platforming re-makes which followed shortly after. The scope, level of polish and feel were unprecedented at the time and helped set the template and benchmark for other student projects to strive for. Shortly after the project was completed, regional investors were keen to bring this product to mobile devices but by that time, the majority of the team had gained roles within the creative industries.