Post Alpha

Finishing up work for Alpha was a pretty crazy ride, however we still have a ton to get down before Beta is due, especially for the level designers. We aim to be completely done by Thursday with all of the gameplay and level design so that the artists can have ample time to art up the levels. I think that we can definitely have the levels ready by that time, although I will say that I am a bit worried with the amount of time that we are giving to the artists enough time to properly art up the game.

Coming up is just a ton of iteration upon the created levels, both from QA feedback as well as feedback generated from our design team. Along with finishing the levels, deciding what to keep and features or parts of features need to be cut. There is still a bit left to finalize, but at the speed we’re going now it’s certainly feasible. Our communication pipeline was been super spot on for a while, the weekly work meetings has produced a huge amount of progress and is maintaining very well. I still need to document out a level design bible of sorts to convey how we want the levels to shape themselves since there are three of us creating them and they need to flow better together.

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