Over the last 4 or so days of the current sprint, my confidence in the team's motivation and velocity in Scrum being kept up has started to dwindle. From Friday up until just yesterday, there had been no more backlog items assigned to this sprint completed. I understood that, over the weekend, everyone had assignments to complete and so I was expecting the velocity to drop then, but I think the team ended up needing more of a break afterwards than they expected, and so the velocity stayed stagnant. While today saw the completion of 69% of the assigned work and the release only be 100 story points behind (a huge improvement from before this sprint), I still cannot see the team completing every backlog item in the release before our deadline.
As a result, the remaining backlog items to be completed in this sprint need to be removed before the sprint ends, and it is now crucial for the team to start prioritising backlog items in order to have the best resulting game by the end of the next sprint. To achieve this, I will be holding a meeting with the team tomorrow to discuss each remaining task and whether it's crucial that it be completed now or whether it can be put off to the next release, or even dropped from the project entirely. This will help in redirecting our focus to the most important incomplete aspects of our game.
In terms of my other roles, I managed to complete the list of 3D models that was set up to be done for this release. These models suit many different areas within our theater like the auditorium, lobby and backstage and can be used as props, architecture, light sources and collectables. We knew we had to keep frame rates within our game as consistently high as possible, and part of that would come from keeping the polygon count in our models very low, which I think I have achieved with these models while still ensuring they were able to be recognised as what objects they were meant to be.