We received an unexpected surprise this week, but one that has certainly benefited us--Charlie Mimnaugh has joined our team! With his design sense and Maya skills, we expect great contributions from him as we tackle our last five weeks before the IGF submission deadline. In fact, he's already taken a few of my newest level designs and made whitebox models to drop into Unity.
Which brings me to the next point. Up until now I have struggled with getting a good grasp on how our levels should feel, what would make them the most fun, and how to really let all the features shine. However, because of a fairly simple paradigm shift (no doubt brought on by using some level planning strategies taught in Joe Bourrie's virtual worlds class--thanks, Joe!), these goals have become clear. Now that we have these new levels, it's finally really evident how all the pieces come together. The gameplay has been there for weeks, but without a refined space to
use those mechanics to great effect, it was difficult to enjoy the whole
experience as intended. And it is good. :)
In short, combining the new levels with the steady flow of new art assets, we're starting to see the true face of our game appear. It is incredibly exciting, after the months of work, to see our intentions take truly playable shape. Awesome.
Five more weeks, and we can't wait to see what we can make happen in that time!
- Troy