Back from the spring break, we continued our full production of the demo project: Travel-in-X.
The first world: The Dark Pink Girl, we have the basic art assets, visual effects, and animation progressing. Checking on the progress of Week 8, we now have the first world basic setup, the main character – Mine Girl is still being developed with polish and refinement. Technical wise, the core mechanic: Collector basic functions are ready. Our designer had the UI functions mapped out, and the main interactions in World 1 & 2 were in progress. We went to the Playtest to Refine Workshop, getting ready for the ETC Playtest Day that’s coming in two weeks.
Character progress in World 1
High poly to low poly retopology + UV unwrapping

Technical progress
We are implementing one of the three mechanics: the collector.







- A Collector that can be placed anywhere at home to collect and bring in different items from the outer world.
On the design side, we’ve started the detailed brainstorming of the second world: The Giant Monster Mystery.
- Would it be a dragon? So that if the player wakes up the dragon accidentally, or takes away its egg or treasure, the giant creature would be mad and crazily attacking the player’s house; causing a certain level of tension and the sense of danger.
For Playtest Day, we plan to have the three core mechanics function, the first world/ Mine Girl basic version ready to test, one to two Type2 worlds (more universal interactions with the core mechanics tools functioning) with different themes.
We also met with faculty and expertise to talk about our project design, catching up from ½ presentation. We received some AR games as our references, exploring the existing game design, seeing the similarities and the differences, and figuring out why our project is unique.
Coming back from the Playtest to Refine Workshop, our producer and designer had a better plan for the day of playtesting. We plan to prepare a list of documents for the playtest feedback collection: Interview questions (with some Likert Scales, Emotion wheel).
As the team is producing the core mechanics, we are one more step closer to the Playtest Day!
Week 9 ToDo:
Art
- Core mechanics: Travel Machine Console, Vision gate
- World 3 & 4 assets
- World 2 start monster
- World 1 Mine girl continued
Tech
- Core mechanic-Vision gate, Travel Machine Console
- World 1 implement with art (animation)
Design
- UI functions on Collector
- World 3 & 4 interactions – simplified in scope
Production
- Meeting with Faculty Consultant
Sound design