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P.A.I.N.T. is an online cooperative shooter where you and your friends can take control of the PUNK’s, rebels who despise the evil grey corporations that take away all colour from the world. Fight them with your paint blaster and bring down the corporation!

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Steam: https://store.steampowered.com/app/1175890/PAINT/

Project Span: 1 year

Team size: 30+

Role: Head of Production + Head of Marketing

Status: On Steam

Tools

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Progress was slow when I joined, the team was focussed on creating their own portfolio pieces and a clear direction was missing. They had never made the step to proper Scrum and were stuck in a abstract form of Scrum combined with a Kanban board, I named this Scrumban.

The team needed clear guidance on how Scrum is supposed to work and what their role would be within their Scrum team. To avoid confusion I created a Scrum manual which helped clarify the most efficient production method for the team.

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Early 2020, after returning from the internship at Royal IHC I joined project P.A.I.N.T. at Breda University. The team existed of many ambitious developers who had already spent half a year creating a prototype which formed the base for P.A.I.N.T..

The team had fantastic plans for shooting paint which would leave all kinds of effects throughout the map. One colour paint could speed up the player and another caused damage to the enemies. Soon I was to notice that the 7 paints which were created in the prototyping phase were not working properly and they had to be rebuild.

What we learned was that we’re chasing quality and not quantity and so we started build it back up from basic. Could we make a working gun which would inflict damage to the enemy? Yes, but doing this well took time. Once we established that solid base we were able to build from there.

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