This week, the team returned from GDC and regrouped to integrate and polish key features for our upcoming playtest. We successfully implemented several new systems and environment updates. While we encountered some build issues, we were able to conduct internal playtesting within the engine. On Saturday, we observed a wide range of play testers, collected valuable feedback, and documented our observations.
Next week, we plan to address these issues during our core hours, set a feature lock, and revise player hints and narrative beats to improve level flow.


Emotional Wheel from playtest day
Play testers during playtest day
Individual Contributions
Albert
- Polished wood temple and made changes to levels for better flow
- Added wood door
Lisa
- Completed all cave scene assets
- Designed and implemented the central area
- Modeled and textured the trigger stand
- Began adjusting the environment for the Wood Temple
- Textured destructible rock assets for the Wood Temple
Yuhuai
- Collaborated with Ashling to implement opening and end cutscenes
- Added cheat codes to improve playtest navigation and debugging
- Began development of a new waterfall environment asset
Xixi
- Oversaw playtest session setup and documentation
- Planning for feature lock and milestone alignment
- Team coordination and production support
Tianyi
- Coordinated with Lisa to adjust skybox and atmospheric fog in the main scene
- Created final seed material and visual particle effects
- Added ground break textures and environmental fog in the Wood Temple
- Created wind visual effects for the Wind Temple
- Implemented debris particle effects for destructible stone blocks
Wuji
- Resolved AI behavior issues
- Replaced static instructions with real-time hint system
- Designed and implemented the boss fight
- Integrated Wwise audio into the game
Ashling
- Finalized and imported the beginning cutscene
- Finalized and imported the end credit scene
- Modeled the fan hero asset to refine Wind Block puzzle interaction