Design
- Iterated on Cavern-specific track with elevation and angled view for better visibility
- Balanced car waypoint system to simulate professional vs hesitant drivers
- Rebuilt prototype with new physics-based system for routes and accidents
- Added respawning and cheering features to enhance player experience




Programming
- Implemented track transform function and waypoint system for designer adjustments
- Explored Visual Effect Graph and particle system to prototype fire effect
- Debugged rendering issues across different machines and Cavern system
- Built and iterated fire shader; began setting up general shader pipeline

Art
- Created image sprites for VFX and revised team logo after feedback
- Completed two character designs; produced new poster sketches and explored style alignment
- Defined art direction: stylized 2D/cel-shading inspired by Splatoon, excluding color palette
- Paused environment to prioritize character and VFX model testing for Cavern

