Overview
This week was all about pushing toward the graybox prototype for the first section of the map. As Halves drew closer, our focus shifted to getting a playable piece ready while continuing to define the broader structure of the level. Alongside the prototype work, we also drafted the design document and settled on broad narrative settings.
Weekly Focus
- Push forward the graybox prototype for the first section
- Settle down more design details and settings
- Begin preparing for Halves
Progress Update
Tech
- Improved the save/load and checkpoint flow
- Changed the system to work more around checkpoint events
- Refreshed mist states at checkpoints and improved respawn behavior
- Added and refined the mist meter and mist resource checks
- Continued fog work, including fog density and fog voids
- Continued dealing with visual bugs, especially transparency issues
Art
- Continued environmental material and asset development
- Worked on village structures
- Built out more Chinese village kit pieces for the level
- Continued enemy artwork, including the lantern enemy
- Continued work on the player character model and its stylized details
Sound
- Implemented some basic sound effects into the prototype
Design & Prodcution
- Drafted the design document
- Continued shaping the narrative framing
- Worked on the layout of the graybox prototype
- Worked on the integration of the system and art assets
- Began preparing materials for Halves presentation
Notes
Week 6 was an important production week as the project started to feel much more structured. The first section became the main priority, while the design document and narrative settings helped clarify the bigger picture of the level. By the end of the week, the first section was moving forward well, as we had a playable prototype in place, though many of the details for the later sections still needed more work.
Next
- Prepare for Halves
- Refine the details of the later sections
- Continue stabilizing the prototype and improving visual clarity
Media


