This Week’s Goals
In Week 6, we focused on:
- Iterating two welding mechanics
- Implementing safety and feedback systems
- Adding SFX and UI elements
Mechanic Iterations
1. Safety & Immersion

We implemented a functional welding helmet that players physically pull down.
When worn, an auto-darkening feature activates to simulate real protection.

Attempting to weld without the helmet triggers a flash-blindness effect and impacts the player’s safety score, reinforcing real-world consequences.
2. Slower Welding Through Metaballs
To address pacing, we implemented a metaball-based welding system, which helps players intuitively understand proper pacing:

- Players must remain in an area briefly for a weld bead to form.
- Moving too fast results in separated blobs.
- Correct speed produces a smooth, continuous weld line.
- Staying too long causes excessive buildup.
3. Visual & Audio Feedback
We enhanced real-time evaluation through:

- Unity VFX Graph sparks simulation
- A projected mission board from the player’s wrist displaying progress
- Dynamic welding audio cues that indicate success or failure
3D Assets and Environments
We continued developing key welding assets, including:
- Welding machine & torch
- Welding booth block-out
- Environmental components








