Author: SteeevV

  • Week 2 – Research, Drafts, Pitches

    Overview

    During this week, we shifted from broad exploration to a more focused direction as our pitch ideas had settled. After pitching three different ideas to the faculty (1. Stealth in the mist in RIFTS-China; 2. Techno-wizard gadgets in Lazlo; 3. Line magic in RIFTS-Russia), the mist-based concept was selected, and we began digging deeper into that direction.

    Weekly Focus

    • Pitch our early ideas and settle on a stronger project direction
    • Begin deeper research on the chosen mist-based concept
    • Identify early technical needs, art needs, and design references

    Progress Update

    Tech

    • Started researching how mist and fog could function as both atmosphere and gameplay
    • Explored early player controls and enemy AI behavior
    • Tested early technical ideas related to fog, navmesh, and how enemies might interact with mist

    Art

    • Gathered more visual references to support the new direction
    • Leaned toward a stylized visual approach with an abandoned rural village setting
    • Explored early ideas for level tone, environment structure, and character style

    Sound

    • Reached out to external sound designer Liam to explore the possibility of having a dedicated sound designer for the project

    Design & Production

    • Pitched three early project ideas to the faculty
    • Began shaping more concrete level and narrative ideas around escape, the mist wall, and the broader RIFTS China setting
    • Kept multiple design details open, since the overall direction was chosen, but the specifics were still not fully defined
    • Shifted the team’s work from broad exploration into a more unified direction
    • Began planning toward a more concrete 1/4s presentation for the following week

    Notes

    This week marked an important transition as it gave the project a clearer identity. The team started to rally around the mist-based RIFTS China concept and started asking more specific questions about what the level needed technically, visually, and narratively. At the same time, many of the detailed design decisions were still open for further exploration.

    Next

    • Develop the chosen direction into something more concrete for 1/4s
    • Clarify the level design details and overall player experience
    • Continue building references and technical exploration around the mist system

    Media

    Fog Particles Test
    Navmesh Test
  • Week 1 – Kickoff

    Overview

    This week was about getting us started as a team. Our focus was on laying down the foundation for the semester: getting to know each other, understanding everyone’s strengths and goals, setting up how we would work together, and beginning our research into the RIFTS IP. By the end of the week, we had our team identity in place (Questweavers), our basic production setup established (with Miro + Notion), and several early directions ready to bring into Week 2 for pitching and discussion.

    Weekly Focus

    • Kick off the team and establish roles, core hours, meeting schedules, and working structure
    • Familiarize ourselves with the RIFTS IP and begin narrowing our research
    • Prepare three early game ideas to pitch and discuss in the following week

    Progress Update

    Production

    • Confirmed the team name and team roles
    • Chose the preferred game engine
    • Set up shared working spaces and production organization
    • Completed early setup requirements

    Design

    • Began researching the RIFTS setting and source materials
    • Narrowed down exploration into three main ideas
    • Started discussing possible project directions
    • Aligned on entering Week 2 with multiple options ready for selection

    Art

    • Gathered early visual references from the RIFTS materials
    • Explored possible tones and moods
    • Began forming early design ideas from the RIFTS setting

    Notes

    As this week was mostly a foundation-building week, our most important outcome was making sure the team was aligned and the production setup was in place. By the end of the week, we were still exploring multiple directions for the actual level design.

    Next

    • Finalize and present the pitch ideas in Week 2
    • Start turning the chosen direction into a more concrete level-design draft

    Media