FIT2002 IT Project Management Semester 2, 2024 Assignment Two – Team Assignment

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FIT2002 IT Project Management

Semester 2, 2024

Assignment Two – Team Assignment

Due Dates:

●     Part one - Team submission (5%): Team Charter. There is a single Team Charter for each team, and one team member submits the file via Moodle as a team, and all the other team members must confirm the student statement in Moodle before the deadline: Week 6, 23.55 Monday 26 August 2024.

●     Part two - Individual submission (75%): submit everything else as an individual via Moodle before the deadline: Week 9, 23.55 Friday 20 September 2024.

●    Group demonstration (20%): Each team will work collaboratively on Deliverable 3 and conduct a team demonstration in their designated applied classes: During weeks 7 and 8 of the teaching period.

●    Optional task- Engagement task. This task will attract up to 5 additional marks if you deliver a research- based presentation of up to 5 minutes in one of the unit workshops or applied classes on selected topics. Conditions apply.

Value: 50% of overall unit assessment

Mode of Submission: Online via Moodle

LEARNING OBJECTIVES

The aim of this assignment is to provide students with the opportunity (working as a team and as an individual) to learn and demonstrate their analytical and project management skills through the development of an information technology (IT) project management case study. The assignment aims to assess the following aspects of student learning about project management:

●   Skills in communicating projects.

●   Skills and knowledge from the Project Performance Domains

●   Working in a team.

SPECIFICATION AND DELIVERABLES

This assignment is based on the requirements of the PixelForge Games company. Student teams undertaking the assignment are to play the role of project managers within an IT consultancy that PixelForge Games has contracted to undertake a portfolio of projects that are intended to create a portfolio package of up to 4 DLCs to extend sales and bring in new customers (see below).

Note: students will not be required to develop a product as part of this process.

While the assignment requires the team to work together and support each other to plan the delivery of these projects, each team member will be responsible for one project. The project could be the one they proposed in their Assignment 1 or, could be a new topic if the students prefer to change their topic. The individual component of the assignment will be assessed based on the work submitted in Assignment 2 and not what was proposed in Assignment 1.

SUBMISSION INSTRUCTIONS

1.    The  workshop topics will address different components of the assignment  and you should  actively participate and engage in the classes, discuss and work on these as a team. Where required, present your progress to the tutors, who will provide support and advice.

2.   There are two written submissions:

a.  Team submission (Team Charter) due Week 6 (Monday, 26 August 2024, 11:55 PM).

b.  Individual submission (all deliverables) due Week 9 (Friday, 20 September 2024, 11:55 PM).

3.    Submissions (team and individual) must take the form of a single PDF document.

a.  Team submission should be named: <>_<>.pdf.

b.  Individual submission should be named: <>_<>_<>.pdf.

-   <> is Assignment 2.

-   <> is the group number that will be assigned to your team when you enrol yourself in teams through the Moodle portal.

-   <> is your unique Monash University student number.

-   For example, a file name could be A2_0301_12345678.pdf, where the team number is ‘0301’ and the student ID is ‘12345678’ .

DEMONSTRATION INSTRUCTIONS

  1. Each team is required to demonstrate one Gantt chart (Deliverable 3, task 3.4) developed by one of the team members, together with a reflective review of the team’s collaborative approach in developing work breakdown structures and Gantt charts, to their tutors during their allocated applied classes that occur in weeks 7 to 8.
  2. Your tutors will book a time for your team’s demonstration and communicate the time to you.
  3. All team members are expected to be present during demonstrations; however, due to time constraints, only one team member should conduct the demonstration.
  4. You will receive verbal feedback on your demonstration, and your assessment is entirely based on the demonstration.
  5. You can not request extensions for the demonstration tasks.

GENERATIVE AI

AI & Generative AI tools may be used SELECTIVELY within this assessment. Where used, AI must be used responsibly, clearly documented and appropriately acknowledged (see Learn HQ).

Any work submitted for a mark must:

●     represent a sincere demonstration of your human efforts, skills, and subject knowledge that you will be accountable for.

●    adhere to the guidelines for AI use set for the assessment task.

●     reflect the university's commitment to academic integrity and ethical behaviour.

Inappropriate AI use and/or AI use without acknowledgement will be considered a breach of academic integrity.

LATE SUBMISSION

  1. Submissions must be made by the due date. Unless an extension or special consideration has been granted or otherwise specified in the learning management  system,  students who submit  an assessment task after the due date will  receive  a  late-submission  penalty  of  five  percent  of  the available marks for that task. A further penalty of 5 percent of the available marks will be applied for each additional day (24-hour period), or part thereof, the assessment task is overdue.
  2. Assignments submitted more than seven days after the due date will not be marked.
  3. If you cannot complete an assessment (due to exceptional circumstances beyond your control), you may be eligible for a short extension or special consideration. A short extension is two calendar days and is available once for each eligible assessment. The first short extension for a unit will be granted without a reason given. All subsequent extensions require a reason when the application is submitted. A special consideration is a longer extension (for more than two days). Eligible students must provide a reason and supporting documentation.
  4. For more details on the special consideration procedure and rules and how to apply, visit: https://www.monash.edu/students/admin/exams/changes/special-consideration

ASSIGNMENT TEAMS

WHAT IS A TEAM PROJECT?

A “Team Project” is NOT the same as a traditional “Group Project” .

In a “Team Project” the members of the team work on closely related problems (in this case, projects within a portfolio of a maximum 4 projects). Students submit some work as a team, in this case, (a) the “Team

Charter.” . Students also submit other work as an individual, in this case, (b) the “Main Submission” (that is, all other components of the assignment).

Even though the “Main Submission” is an individual piece of work, you are expected to work alongside the other members of your team in the unit’s applied sessions, as a number of elements of the individual “Main Submission” depend  upon  decisions that you  make  collectively  as  a team  (e.g.,  how  to  navigate your projects towards the success of your portfolio).

If, after reading the above, you are still unclear about the difference between a “Team Project” and a traditional “Group Project” then contact your tutor and/or Chief Examiner ([email protected]du).

This assignment requires a collaborative effort by a team of students and includes both a team submission and an individual submission. Students must form their teams (from attendees of the same tutorial/applied learning session) and elect a team leader to support the coordination of activities. Students should form their teams in Weeks 4–5 of the applied class (no later than Week 6). Once confirmed, no change of team members is permitted without prior approval from the FIT 2002 Chief Examiner (Dr. Roisin McNaney). Students should form teams of 4 (if possible) or teams of 3 (if 4 is not possible, discuss with your tutor if this is the case). If you form a team of 3 people then you will still need to assume that you are splitting any budget and resources (if relevant) between 4 individual projects (with the 4th project being a ‘future endeavour’).

Context and Background

YOUR TEAM

You work in a project management consultancy partnership that undertakes contracts from clients and works with them to plan and manage internal service development projects that include IT design and development. The projects that you plan and manage are implemented by a combination of the client’s staff and external contractors that you source through the IT Contractor Rates Guide by HAYS (See the file uploaded to Moodle).

In phase 2 of the project, your client has reviewed the submitted business cases (project proposals) and shortlisted the best proposals. You, as the project manager of one of the successful proposals, are now asked to join forces with up to three other successful project managers and form a team to work towards achieving portfolio objectives in Assignment two. Some of you have already formed a team during phase 1 (assignment 1). You will continue to collaborate with your teams.

* If you do not have a team at this stage please speak to your tutor.

THE CLIENT1

PixelForge Games is a dynamic game development company with a passion for creating immersive experiences. They specialise in creating console games and downloadable content (DLCs). PixelForge’s client base includes both console gamers and enthusiasts who appreciate high-quality titles and exceptional player experiences. They operate in competitive markets and recognise that creativity is the lifeblood of the gaming industry. To achieve this strategic objective, they actively push boundaries by developing games that are innovative, have rich storytelling, and have captivating visual design. PixelForge also aims to establish a strong position in the console gaming market, emphasising recognition and enjoyment by wide audiences as critical success factors. To  achieve this, they strategically  position their titles to appeal to  console gamers, who represent a substantial market segment. PixelForge aims to stand out to a loyal client base and gain visibility, recognition, and an increase in revenue.

Their current annual revenue currently stands at $10 million, and management is expecting a 10% increase over the next 18 months. Recognising the importance of player retention, they set other KPIs to increase their active users over the same period. They expect their user retention to increase: (i) Week 1 Retention (W1) – players who continue playing after the first week to increase from the current 20% to 50%; (ii) Month 1 Retention (M1) - players who remain engaged after a month from the current 10% to 35%.; and (iii) Three- Month Retention (M3) – players whose interests are sustained over three months to change the current 5% to a solid 15%.

THE CONTRACT

PixelForge’s senior management has announced the creation of a portfolio package of up to four DLCs to extend sales and bring in new customers. They allocated a budget of $900K on a portfolio of up to four projects to enter new markets and achieve their strategic goals of increasing revenue and player retention. Their in -house team of experts will implement some technology aspects of the project, such as providing infrastructure and integrating the product into PixelForge's platforms. However, all the remaining costs for the projects (and any profit that your partnership intends to make) must come out of the $900K budget.

Note that the $900K budget is for the entire portfolio of up to 4 projects and not just the one project you are managing, and therefore,  it is important  to budget  carefully where all expected costs and expenses  are justified and there are considerations for other potential projects in the portfolio. The portfolio of projects must be completed within 18 months of the contract start date. Your client did not specify the expected schedule for each individual project proposal; however, they expect the schedule, budget, and scope of work (requirements, deliverables, delivery approach, and cadence) to be balanced and feasible.

THE SUGGESTED BASE GAMES for your PROJECTS

You can continue working on your proposed project from Assignment 1. However, if, for any reason, you prefer to change your topic, feel free to do so. You could choose to develop a DLC for one of the suggested base games below, or select a different base game (either one you make up yourself or a more commonly known game. If you choose the latter you can assume that PixelForge owns this game). The assessment of your submission will not be affected if you change your topic from Assignment 1.

Note: If you and a colleague in your team have previously chosen a similar DLC  for Assignment 1, one (or both) of you is required to change their topic for Assignment 2.

Base game 1: Chrono Nexus

Chrono Nexus has a time-travel RPG genre that immerses players in a rich narrative where they manipulate time to solve puzzles, alter history, and uncover secrets. Players assume the role of a time-travelling historian tasked with preserving the fabric of reality. They explore pivotal moments in history, from ancient civilisations to futuristic  dystopias. The game seamlessly blends historical accuracy with imaginative  twists,  allowing players to influence events and unravel hidden mysteries. The game features branching storylines, historical accuracy, and captivating visuals. Some key features of this game include dynamic time-travel mechanics where players can jump between eras, historical accuracy (e.g., ancient civilisations, pivotal moments), and branching storylines in which player choices impact the timeline, leading to multiple endings. Useful references:

-    Life is Strange: For its narrative-driven gameplay and time-manipulation mechanics.

-    Assassin’s Creed Valhalla: For historical accuracy andimmersive world-building.

Base game 2: Arcane Arena

Arcane Arena has a fantasy multiplayer battle arena genre and introduces a fantasy game by introducing new battlegrounds, heroes, and magical abilities. Players choose elemental heroes (fire, water, earth, and air) and engage in intense 5v5 (i.e., games where there are two teams of five players, with each team competing against the other) battles across mystical arenas. Each hero has unique abilities, encouraging strategic team play. Some of the key features of this game include elemental combat (such as master fireballs, ice shards, earth spikes, and wind gusts), unique arena environments, and a ranked matchmaking system for both casual and competitive players. Useful references:

-    League of Legends: For its successful MOBA (multiplayer online battle arena) formula and diverse hero roster.

-    Smite: For mythological themes and third-person perspective.

Base game 3: Neon Circuit

Neon Circuit is within the cyberpunk racing game genre and thrusts players into a dystopian future where illegal cybernetic races determine fame and fortune and where customisable hovercars race through neon-lit tracks, dodging obstacles, hacking rival vehicles, and boosting to victory. It combines high-speed racing with futuristic cybernetics. Players compete in neon-lit tracks, upgrading their vehicles with hacking abilities and boosting technology. key features of this game include dynamic track deformation, in which collisions reshape the track, creating strategic opportunities, vehicle customisation (aero kits, boosters, AI companions), and story-driven campaign. Useful references:

-    Wipeout: For its futuristic racing and adrenaline-pumping soundtrack.

-    Redout: For its anti-gravity racing mechanics and visual flair

Base game: Dreamscape

Dreamscape  is a surreal exploration adventure genre that invites  players  into a  mysterious  dream world where reality bends and the line between dreams and reality is blurred. Players wander through ethereal landscapes, solving abstract puzzles, encountering enigmatic beings, piecing together fragmented memories, encountering enigmatic characters, and exploring surreal landscapes. Key features of this game are non-linear exploration where players follow their instincts, artistic visuals (hand-painted environments), and emotional storytelling that unravels personal narratives hidden within dreams. Useful references:

-    Journey: For its emotional impact and minimalist storytelling.

-    Gris: For its artistic approach and evocative world.

ASSIGNMENT TASKS

To formulate a successful portfolio, your team and you (as a project manager for your individual project) will complete the following Project Management (PM) deliverables  following a predictive (waterfall) approach. Discussion of the Team Charter and the PM deliverables will be the focus of Workshops and Applied Sessions in weeks 5 to 9 of the semester:

*Note on language: The documents that you will be creating as part of this assignment can all be classed as project management ‘deliverables’ . We have clearly labelled these as PM deliverables to avoid confusion with product deliverables that might be related to the product you are developing as part of your project plans.

●    Team Charter [Relevant content: workshop 4; applied 5]

●     PM Deliverable 1: Project Initiation [Relevant content: workshop 5]

●     PM Deliverable 2: Project Scope Management [Relevant content: workshop 5; applied 6]

●     PM  Deliverable  3:  Project  Work  Breakdown  Structure  and  Project Schedule  Management  [Relevant content: workshop 5; workshop 6; applied 5; applied 6]

●     PM Deliverable 4: Project Cost Management [Relevant content: workshop 2; workshop 6; applied 7]

●     PM Deliverable 5: Project Risk Management [Relevant content: workshop 3; workshop 7; applied 8]

●     PM Deliverable 6: Project Quality Management [Relevant content: workshop 4; workshop 6; applied 7]

●     PM Deliverable 7: Project Stakeholder and Communication Management [Relevant content: workshop 2; workshop 7; applied 8]

Please note that  here is a writing  guide available in the assignment folder in Moodle which contains a range of relevant templates that you can use to structure your report.

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