As we conclude Week 6, our focus has been on refining the user experience, iterating on visual and interactive elements, and preparing for the Half Presentation. With crucial improvements across programming, production, and design, we are strengthening our prototype to ensure a seamless and engaging experience.
Prototype 1 Ready
The team completed our first prototype and presented it to our advisor, Dave. He expressed confidence in the demo we had prepared and encouraged us to consider all potential player interactions, ensuring they are both intuitive and accessible. He also emphasized the importance of structuring the story effectively to create a complete and immersive experience.


The team also held a consultant meeting with Chris, gathering valuable insights to refine the project’s direction. During the meeting, we demoed Prototype 1, which led to important discussions about interaction design and user experience. One key takeaway was the need to clarify whether players could pick up objects in Play Mode—currently, this is not a feature. Additionally, we noted that players had difficulty distinguishing between scenery and interactable objects.
Another critical discussion point was the use of word choice in programming terminology. Programming-heavy language might intimidate students, making them hesitant to experiment for fear of using unsupported commands. To address this, we plan to implement clear constraints on what players can and cannot do. A proposed solution is to provide a reference sheet listing available assets and commands, empowering players to make informed choices. Additionally, teaching students the right vocabulary for prompts will be essential in creating a strong connection between their inputs and the resulting actions.
To support our upcoming Half Presentation, the team also worked on refining the presentation slides, ensuring they clearly and effectively communicate our progress and goals.
Programming Improvements
Yifan worked on implementing the Interaction UI and hint system, improving user guidance within the experience. Additionally, several bug fixes were made to enhance system stability. Jinyi focused on refining the user interface, introducing a new method—PlaySound—to enrich interactivity. They also iterated on current functions and addressed additional bugs. In preparation for the Half Presentation, they worked on aligning the demo with the story flow, ensuring smooth transitions and interactions.
Art Enhancements
Jia made significant progress in refining art scenes, incorporating new assets, lighting, and visual effects to enhance the game’s atmosphere. Post-processing tests were conducted to fine-tune the overall aesthetic.
Wendy focused on designing the Forest Scene, based on Zhanqi’s concept art, working on prefab assets, terrain, skybox, fog, and lighting. Additional work included modeling, UV mapping, and applying simple textures to hills, along with adjustments to toon material properties. Zhanqi contributed by adding textures to various assets and modeling key elements, including two pillars and a tea cup, further enriching the environment.
Next Steps
With the Half Presentation approaching, our next steps involve finalizing the demo, refining presentation materials, and continuing to iterate on both technical and artistic components. We aim to present a well-polished experience that showcases our project’s progress and future potential.
Stay tuned for updates as we move forward with further enhancements and testing!