Our main milestone this week was our Quarters presentation on Friday. Quarters is when the faculty come to each project and provide feedback on their initial ideas from the first few weeks. We admittedly had a lot of difficulty explaining our concept to the faculty, however that also gave us a lot of feedback on how to further refine and hone our idea.

Part of our prep as well was further iterating on our concept and becoming more aligned on it, including our metrics which are having a proof of concept that John Balash and Anthony Palyszeski could show off during the International Day of Play on June 11th, documenting our process as we go along so that way it can be reproduced, and keeping engagement high based off of the CodeJoy model.
Apart from that, Harley and Esther continued working on more identity content, including designing the background for the poster and half-sheet that would be used as the base for the in-game levels.






Isabella researched Bricklink’s Studio, a Lego designing software as well as seeing what Lego assets were available in Unreal Editor for Fortnite, to better understand how we could blend the physical and digital spaces.
Arthur began exploring Unreal Editor for Fortnite and testing its capabilities, seeing what we’d have to do in order to make our game flow work.