Overview
Our focus this week was on getting our first testing prototype ready for Playtest Night while also wrapping up the production-design materials for the project. This was an important week because it gave us our first real chance to test some of the core ideas in the game, such as mist implementation, lighting in the mist, different camera angles, and basic enemy interaction in the first Playtest Night of the semester. Apart from that, we also finalized the project’s identity materials, including our poster, half-sheet, logo, and team photo.
Weekly Focus
- Get the first testing prototype ready for playtesting
- Conduct our first playtest at Playtest Night
- Wrap up production-design materials
Progress Update
Tech
- Continued core feature development
- Prepared the prototype build for the Playtest Night
- Tested different lighting setups in the mist
- Expanded the checkpoint, save/load, and reset systems
- Added additive scene loading
- Integrated a new fog asset and fixed mist-related bugs
- Got player pickups and interactions working
- Continued work on enemy hearing-based detection and alertness states
Art
- Continued 3D graybox and environment production
- Worked on assets such as the shrine, house, and surrounding scene elements
- Tested how these assets sat within the misty level atmosphere
- Continued work on the player character direction, including curse markings and costume details
- Finalized the poster, half-sheet, logo, preferred colors, and team photo
Sound
- Integrated FMOD
Design & Production
- Prepared, organized, and ran the first Playtest Night
- Tested basic movement, mist implementation, different light colors in the mist, different camera angles, and basic ability casting with enemies
- Conducted a survey covering prototype feedback as well as reactions to enemy art style references
- Observed that players were often drawn toward lights and sometimes used mist more like a wall than a stealth/navigation tool
- Noted mixed reactions to first-person readability and navigation
- Continued working toward the design of the first section of the map
- Wrapped up the main production-design materials for the project identity
- Adjusted the team-photo plan after our original fog-machine shoot had to be canceled, and switched to a post-edited fog/mist approach instead
Notes
Week 5 was an important checkpoint as it was the first time we could put a playable version of the project in front of others and see how some of our ideas actually felt. The playtest gave us useful early feedback on mist, lighting, and especially camera choice. At the same time, completing the project’s production design materials helped solidify our team identity.
Next
- Continue developing the graybox prototype for the first section of the map
- Refine the design details of Section 1
- Settle the design details around the third-person camera angle
- Use the playtest feedback to improve readability and navigation in future iterations
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