heybowling.bsky.social
@heybowling.bsky.social
Reflection: My biggest takeaway from this sprint is that I tend to overstructure before playtesting. I felt like I spent too much time defining mechanics before validating how they actually feel in play, some decisions would have benefited from earlier prototyping and player feedback.
February 8, 2026 at 11:50 PM
Completed the level design documentation and created simplified layout diagrams to support the written design. These diagrams visualize:

1. Overall level flow for both stage and backstage
2. Enemy distribution
3. Checkpoints and falling spots
4. Relative difficulty density across areas
February 8, 2026 at 11:43 PM
Completed the full separation between the upper world (stage) and the lower world (backstage).Both worlds have 3 level and 1 boss room. The upper and lower worlds are numerically paired, when the player falls into the lower world, they must pass through the corresponding underground level to return.
February 7, 2026 at 5:25 PM
Finished implementing all features in the player kit. Also added two new pickup types, they give the player the ability to adjust their rage level.
February 7, 2026 at 3:55 PM
3C implementation completed

The player can move, jump, basic attack and also the full input mapping for all player actions.

For the camera, I used masks to separate the two worlds, it makes both spaces to exist without interfering with each other.
February 7, 2026 at 3:18 PM
Over the past two weeks, my main contributions this sprint include:

Game Design Doc.
Gameplay kit functionality.
Refine player zoo
3C Implementation
February 7, 2026 at 3:10 PM
Dev log: Finished the game treatment and completed the gameplay kit, including asset lists and system breakdowns.
January 25, 2026 at 7:50 PM
Dev log update: Game shell done, Game Zoo is up and running. Ready to start building on top of it.
January 25, 2026 at 7:47 PM
Dev Log 10 for GAME710

Finalized all camera refinements and added new shots for better scene composition.
August 22, 2025 at 8:05 PM
Dev Log 9 for GAME710

Completed the full environment build for the final assignment. Next going to focus on refining the cinematic and polish the camera work in sequencer.
August 16, 2025 at 10:33 PM
Dev Log 8 for GAME710

Started blocking out the environment and completed the process book for A3. Next I’ll be adding cameras and some visual effects for A4
August 10, 2025 at 12:33 AM
Dev Log 7 for GAME710

Finished texturing the model and brought it into Unreal, also started animating the door opening in sequencer
August 3, 2025 at 5:44 AM
Dev Log 6 for GAME710

Just finished modeling the door for A3, next going to add texture and put it to unreal to animate
July 27, 2025 at 5:25 AM
Dev Log 5 for GAME710
Finished dressing the medieval weapons table scene for A2. All props are placed, lighting is tuned. The last step is adding the rest of the particle effects.
July 19, 2025 at 11:38 PM
Dev Log 4 for GAME710
Locked in a medieval arsenal room as the main scene.

Key props: longsword, warhammer, throwing axe etc(All from Fab)

Next going to set up basic movement for each weapon and add particles
July 13, 2025 at 6:05 AM
Dev Log 3 for GAME710
Fix the cave lighting
Blend model texture with landscape
Add ambient sound to the fountains
July 6, 2025 at 7:06 AM
Dev Log 2 for GAME710
Replacing blockout with real assets, built a ruin and a dark cave interior with statues as focal point
June 29, 2025 at 2:56 AM
Dev Log 1 for GAME710
The goal is to create a ruined cave with an exterior courtyard.

Progress So Far:
1. Defined the playable space
2. Exterior trees, crumbled walls. rock scatter
3. Water pool added with staircase
4. Cave interior structure established, with a focal statue inside
June 21, 2025 at 9:24 PM