- Synopsis - For first person shooter/puzzle fans who want to play through supernatural locations in a dungeon filled past. SpellCastor mixes both the first person shooter and puzzle genres, and unlike Doom, adds new dynamics like adjusting weapon fire for individual weapons using the scroll key and adding skill based 'weapons' that must be used in different ways to achieve ultimate effectiveness.
- Challenge - Halfway through the production of this game, our original Project Lead relocated to over 1,000 miles away. A new Project Lead needed to be named quickly and decisively to prevent things from going off track. The best suited individual was selected and publicly acknowledged as being the Project Lead. This allowed everyone to know who the lead was and gave him the ability to take over.
- Outcome - The game finished on time and accomplished what it set out to do. The take away was that because the development team had clear goals and a shared vision, the change in leadership wasn't disastrous to the team and the loss was absorbed with relative ease. Creating a shared vision early on helped us to deal with the changes and still make a product that wasn't scattered looking.