Author: Xujie Zhang

  • Week 14 (Apr 20 – Apr 26) — Finalization & Presentation Prep

    This week is dedicated to final production wrap-up and presentation preparation.

    The team is focusing on ensuring the project is ready for its final delivery.

    Key Progress

    • Preparing the final presentation
    • Producing the project video
    • Conducting final polish and optimization

    What Changed From Last Week

    • Transitioned from polish → delivery

    Focus shifted toward communication and presentation of the project

  • Week 13 (Apr 13 – Apr 19) — Final Adjustments & Scene Refinement

    This week focused on final refinements based on Soft Opening feedback.

    The scope of changes was more targeted, with the team concentrating on improving specific areas rather than making large structural changes.

    Key Progress

    • Implemented final gameplay and narrative adjustments
    • Refined environment scenes and visual presentation
    • Polished player experience based on feedback

    What Changed From Last Week

    • Shifted from large-scale iteration → focused polishing
    • Improvements became more detail-oriented
  • Week 12 (Apr 6 – Apr 12) — Soft Opening Milestone

    This week marked our Soft Opening presentation.

    Following the Soft Opening playthrough, we evaluated the experience and identified remaining areas for improvement.

    Key Progress

    • Delivered a playable Soft Opening build
    • Evaluated overall experience through internal/external feedback
    • Defined a final adjustment plan for the remainder of the semester

    What Changed From Last Week

    • Transitioned from iteration → milestone validation
    • The project reached a near-complete playable state
  • Week 11 (Mar 30 – Apr 5) — Soft Opening Production Phase

    This week focused on implementing improvements based on playtest feedback and preparing for the Soft Opening.

    The team worked through a structured task plan derived from the previous week’s feedback, dividing responsibilities across disciplines.

    Key Progress

    • Addressed core issues identified during playtesting
    • Improved gameplay clarity and flow
    • Continued building toward a stable Soft Opening build

    What Changed From Last Week

    • Transitioned from feedback collection → targeted iteration

    Development became more structured and priority-driven

  • Week 10 (Mar 23 – Mar 29) — Playtest Sprint & Feedback Collection

    This week was centered around preparing for a major playtest milestone.

    To align the team, we created a comprehensive task list covering multiple areas of the project. Based on this, the team worked intensively toward the playtest scheduled at the end of the week.

    By the playtest day, we successfully assembled a fully playable version, allowing us to evaluate core gameplay, narrative flow, and system stability.

    Key Outcomes

    • Conducted a full playtest session
    • Collected 30–40+ pieces of feedback across gameplay, narrative, and usability
    • Identified major issues and areas for improvement

    What Changed From Last Week

    • Shifted from “building content” → validating player experience
    • First time the full loop was tested under real player conditions

    Next Step Initiated

    • Created a post-playtest task breakdown for Soft Opening preparation
    • Defined the final intended game loop
  • Week 9 (Mar 16 – Mar 22) — Planning & Pipeline Development

    This week focused on final planning for the upcoming test build and pipeline improvements.

    Progress:

    Finalized the plan for the March 28 playable test

    Tech & Tools:

    Tech art began developing a world-switching transition effect
    Engineering completed the cutscene pipeline and built supporting tools, enabling writers to directly implement narrative sequences

    Content:

    Writers began integrating cutscenes using in-engine tools
    The script reached its final draft stage

    Art:

    Character art started working on NPC assets

    This week marks the transition into a phase where content begins to fully move toward in-engine implementation.

  • Week 8 (Mar 9 – Mar 15) — GDC Attendance

    The team attended GDC (Game Developers Conference) for industry exchange and learning.

  • Week 7 (Mar 2 – Mar 8) — Break

    The team took a short break this week.

  • Week 6 (Feb 16 – Feb 22) — Pre-Halves Integration & Playtesting

    This week focused on final integration before Halves and initial playtesting.

    Development:

    The overall game framework was established
    The first of five puzzle segments was largely completed
    Began developing additional NPC behaviors and routes

    Testing & Audio:

    Conducted initial playtests
    Started integrating audio elements

    The focus began shifting from building to validation and iteration.

  • Week 5 (Feb 9 – Feb 15) — Halves Preparation & System Integration

    This week focused on preparing for Halves (midterm showcase) and integrating core systems.

    Development:

    Continued system integration
    Began implementing the first quest line

    Narrative:

    The first full draft of the script was largely finalized
    Storyboards were completed

    Art & Tech:

    Tech art completed early-stage work and began integration with the art pipeline
    Environment art produced specific assets and props based on gameplay needs

    The project entered a Halves-focused build phase.