Development of Through Ash was tracked using version control, progressing through iterative stages focused on visual identity, technical implementation, and refinement through playtesting.
Early Development: Foundations & Direction
The project began with establishing the core structure, including initial environment setup, early asset creation, and basic system integration.
This stage involved implementing foundational elements such as the map interface, early UI components, and initial radar experimentation. During this phase, the visual direction began shifting away from the original painterly concept towards a darker, stylised approach.
Early tests with toon shading and post-processing effects laid the groundwork for the final visual identity.


Mid Development: Visual Identity, Cinematics & Systems
This phase focused on defining the game’s visual style while expanding both technical systems and presentation.
The toon shader and post-processing pipeline were developed further, introducing pixelation, dithering, and colour grading to achieve a consistent stylised look. Alongside this, environment assets were refined and lighting was adjusted to support the new direction.
Cinematic work also began during this stage, including the creation of the pre-rendered cutscene in Blender. This allowed for high-fidelity visual storytelling, establishing the game’s world and tone before gameplay begins.
Additional visual effects were introduced, including the heat distortion shader used in the main menu, adding environmental movement and reinforcing atmosphere.
Core gameplay systems were further integrated during this stage, requiring alignment between visual elements and systems developed by my teammate.
Animated Main Menu:
Atmosphere, Immersion, Effects and Expansion
With the visual direction established, focus shifted towards enhancing atmosphere and environmental depth.
This included the introduction of particle systems such as dust and debris, as well as volumetric lighting and fog to increase environmental density. These elements were used to bring movement and life into the environment.
Audio was expanded significantly, with the addition of environmental sounds and spatial audio to define different areas within the map. This helped reinforce immersion and improve player awareness.

Playtesting, Feedback & Iteration
Once a playable version of the game was established, user playtesting was conducted to evaluate gameplay clarity, interaction systems, and overall experience.
Feedback highlighted issues with interaction range and accuracy, with players able to activate controls from unintended distances or without directly facing them. These systems were refined to ensure more precise and intentional input.
A key gameplay change emerged from this stage, where a mini-game interaction was redesigned from a passive hold mechanic into an active tapping system, increasing engagement and tension.
Playtesting also revealed UI and system issues, including sensitivity resetting and dialogue readability. These were addressed to improve usability.
Several technical issues were identified, such as alarms triggering during cutscenes, incorrect responses when the rover was damaged, and unintended movement or interaction behaviour. These were resolved in later stages.
Feedback also suggested opportunities to expand environmental storytelling and introduce additional mechanics, which informed further refinement where possible.
Cinematics & Final Systems Integration
Later development focused on completing cinematic elements and refining narrative delivery.
This included implementing the in-engine ending cutscene using Unity’s timeline system, as well as integrating multiple narrative outcomes based on player performance.
Cutscene transitions, skipping functionality, and audio integration were refined to ensure a seamless experience between gameplay and cinematic sequences.
Final Development : Polish & Optimisation
The final stage focused on preparing the game for showcase through refinement and optimisation.
This included resolving remaining bugs across UI, audio, and interaction systems, as well as addressing performance issues such as frame rate drops and unnecessary rendering.
Final adjustments were made to lighting, textures, and visual effects, alongside the integration of voice lines and audio balancing.
These refinements ensured the game was stable, cohesive, and suitable for public presentation.
Post-Production, Distribution & Continued Development
Following the completion of the current build, work continued on presenting Through Ash as a cohesive and publicly accessible project.
This included editing a documentary that captures the development process, showcasing key stages of production and providing insight into both creative and technical decisions. Alongside this, a dedicated website was developed to document the project, bringing together development logs, portfolio work, and supporting materials into a single platform suitable for public and professional presentation.
The game was also prepared for distribution and published on Steam, requiring the setup of store assets, build configuration, and presentation materials. This process introduced considerations beyond development, including how the game is positioned and communicated to an audience.
Development continued beyond this stage with the implementation of additional features informed by earlier evaluation and playtesting. This included expanding interaction systems to allow players to pick up and examine props, increasing engagement and strengthening environmental storytelling.
Platform-specific features were also introduced through the integration of Steamworks.NET, enabling the implementation of achievements within the game. A set of five achievements was designed and integrated, rewarding player progression and exploration while aligning with the overall experience.
These additions reflect an iterative approach to development, where the project continues to evolve beyond its initial completion, improving both player interaction and overall presentation.



Exhibitions & Public Showcase
In preparation for upcoming showcase events, additional work has been undertaken to present Through Ash as a physical and interactive experience.
This includes the design and production of visual materials such as banners, intended to communicate the game’s identity and attract audience attention within a public exhibition space. These materials extend the visual language of the project beyond the screen, reinforcing its atmosphere and tone.

A physical 3D model of the rover has also been created through 3D printing and hand painting. This serves as a tangible representation of an in-game asset, helping to bridge the gap between digital and physical presentation while adding a focal point to the display.
In addition, a custom cabinet is being prepared to house and present the game during the event. This allows the experience to be delivered in a controlled and immersive format, considering factors such as player positioning, visibility, and engagement.
Together, these elements contribute to presenting the project in a professional, exhibition-ready format, demonstrating consideration not only for the game itself but also for how it is experienced by a public audience.