Week 3 – February 6

As we presented our initial ideas to the faculty, we began to realize that we were stepping into something unfamiliar. Most ETC projects focus on building a complete experience or a tool, rather than a pipeline designed to support future projects and be maintained over time. Over the course of the quarters, it became clear that many faculty members did not have a clear understanding of this approach, nor were they familiar with the Aidyn IP. There was an underlying assumption that we were building a full game experience. Some even expressed the hope that our work would go beyond Aidyn itself, becoming a more general tool for RPG development.

This made two things clear to us. First, if we want the audience to understand the project correctly, we need a precise way to present it, one that removes their initial assumptions. Second, much of our work is built on the Aidyn IP. For those familiar with it, this is intuitive. For those who are not, the question becomes how to convey that context in as little time as possible.

At this stage, we do not have a definitive answer. But if we want the project to meet both our own goals and the audience’s expectations, we have to keep these questions in mind throughout the entire development process.