Category: Team Meetings


  • Second Playtest – 19.03.2026

    Written by Misty

    Preparation

    Second Playtest Preparation

    Sound and Visual Effects

    During Playtest

    We continued using the same strategy as in the first testing session: rotating roles within the team.

    At least two team members stayed with the project at all times:

    1. observed and documented player behaviour and feedback
    2. provided technical assistance if any issues occurred during gameplay.

    The remaining team members had the opportunity to visit other groups and playtest their games.

    Player Feedback

    Transcribed Feedback
    Ann
    • Typo in the opening intro text
    • Was unsure whether the mouse should be used at the beginning
    • Text still appears after collecting objects
    • Consider prompting the player to use the mouse when feeding the deer
    Vanessa
    • Need a clearer prompt to indicate whether to use mouse or keyboard (Q)
    • Add more “beauty” or magical focus in the visual presentation
    • Typography could be improved
    • Visual style should feel more cohesive as part of one world
    • Reduce the saturation of the peacock to better communicate that something is wrong
    • Visual reference suggestion: Bayonetta – Cereza and the Lost Demon
    Anna
    • Some objects are too easy to walk through (collision issues)
    • Goals are not always clear
    • Exit button is too easy to click accidentally – should relate to completion condition
    Parker
    • Instructions should change depending on the area
    • Visual guidance in the lake area could lead players more clearly to resources
    • Art style is strong
    • Feeding the deer interaction needs improvement
    Adam
    • Increase peacock collision size
    • Change interaction key from Q to E (more standard)
    • Feeding the deer interaction is unclear
    • Resources in the lake area are hard to find
    • Interaction inputs should remain consistent (use same key)
    • UI could close when clicking the button again
    Marie
    • Map boundary issue (camera can move outside map)
    • Revise the resource logic for deer feeding
    • Strengthen the deeper theme (e.g. Earth Day, protecting animals, nature)
    • Suggest researching CHIPLAY references
    • Consider submitting to itch.io or sharing gameplay video
    Erik
    • Animal hitboxes should be larger
    • Sound design works well with visuals
    • Visual hierarchy should be clearer so important objects stand out
    • Some animation jittering issues
    • Consider adding lighting layers to map and board
    • Some players unfamiliar with keyboard/mouse controls
    • “Less is more” – reduce visual noise
    Jess
    • Likes the visuals and style
    • Click-and-drag interaction with deer was unclear
    • Consider changing back to Q or adding clearer prompt
    • Suggested adding more explorable areas
    Nam
    • Likes animations and particle effects
    • Interaction with peacock should be more obvious
    • Peacock should stop moving during interaction
    • Player can get stuck near garden collider
    Player 3
    • Likes art style
    • Enjoyed the mini game
    • Soul fragment does not disappear after collecting
    • Struggled with drag interaction
    Kamilla
    • Likes 2.5D presentation
    • Likes art style
    • Discovered UI late
    • Background texture could better match apple colour palette
    • Style and mechanics are enjoyable
    Player 5 (Yansong)
    • Beautiful art style
    • Too many assets make the scene feel chaotic
    • UI white frame helps distinguish interface elements

    Categorised Issues
    A. Interaction clarity & control guidance
    • Unclear whether to use mouse or keyboard
    • Confusion about click & drag interaction
    • Feeding deer interaction unclear
    • Interaction prompts missing or inconsistent
    • UI close behaviour unclear
    • Players unfamiliar with controls
    • Need consistent key mapping (Q vs E)
    B. Visual hierarchy & art direction
    • Scene sometimes feels visually chaotic
    • Need stronger focal point or magic emphasis
    • Objects do not stand out enough
    • Need clearer visual hierarchy
    • Reduce peacock saturation
    • Improve typography consistency
    • Cohesion across world elements
    C. Interaction
    • Soul fragment does not disappear after collection
    • Interaction feedback unclear
    • Peacock movement should pause during interaction
    • Animation jittering issues
    • Sound design positively received
    D. Level design & navigation
    • Hard to find resources in lake area
    • Need clearer environmental guidance
    • Some areas discovered too late (UI discoverability)
    • Suggest adding more explorable areas
    E. Technical issues
    • Objects collision problems
    • Hitbox too small (animals)
    • Player stuck in garden collider
    • Camera moves outside map boundary
    • Exit button triggered too easily
    F. Game design & concept depth
    • Theme could be more meaningful (nature protection etc.)
    • Need clearer player goal communication
    • Opportunity to strengthen narrative context

    Improvement Table
    CategoryFeedbackImprove MethodExpected Result
    InteractionPlayers unsure whether to use mouse or keyboardAdd early tutorial prompt and consistent control instructionsPlayers quickly understand interaction methods
    InteractionConfusion about drag interactionAdd visual hint or animation demonstrating drag behaviourReduced interaction friction
    InteractionInconsistent key mapping (Q vs E)Standardise interaction key (E) across all mechanicsImproved usability and consistency
    InteractionFeeding deer unclearAdd icon, tooltip or animation feedbackPlayers understand objective faster
    ArtScene feels visually chaoticReduce asset density and increase contrast hierarchyClearer player focus
    ArtImportant objects not obviousAdd lighting, outline, or particle effectsPlayers recognise interactable elements easily
    ArtPeacock colour too saturatedAdjust colour grading and value contrastClearer narrative tone
    Visual designTypography inconsistencyStandardise font style and UI layoutMore cohesive UI
    Game feedbackSoul fragment not disappearingAdd destroy object trigger after collectionClear feedback for progression
    Game feedbackPeacock moves during interactionPause movement animation during interactionClearer interaction state
    NavigationHard to find lake resourcesAdd environmental guidance cues (lighting, composition)Improved exploration flow
    NavigationUI discovered lateIntroduce UI tutorial moment earlierBetter onboarding
    TechnicalAnimal hitbox too smallIncrease collider sizeMore forgiving interaction
    TechnicalPlayer stuck in colliderAdjust collider boundariesPrevent gameplay interruption
    TechnicalCamera outside map boundaryAdd camera constraint limitsStable player perspective
    TechnicalExit button triggered accidentallyAdd confirmation or unlock conditionPrevent accidental progress interruption
    ConceptTheme not strong enoughStrengthen environmental storytellingMore meaningful player experience
    ExpansionRequest for more areasExpand map sections if time allowsIncreased engagement time

    Refinment

    Second Playtest Refinement – Misty Zhang


  • First Playtest – 26.02.2026

    Written by Misty

    During Playtest

    Before the first playtesting session, our team assigned initial roles to ensure the testing process could run smoothly:

    Ollie & Lettiedocumenting player feedback (question, confusion, suggestion, etc.)

    Swamencourage player to test the game.

    Me Explainer, helping players set up the game and supporting them during gameplay.

    I also fixed critical technical issues in real-time whenever major bugs occurred to prevent interruptions to the testing experience.

    We adopted a flexible system where responsibilities were rotated among team members. When someone left to playtest another group’s game, another member would step in to take over their role. This allowed the test to continue efficiently while ensuring everyone had the opportunity to both observe players and experience other projects.

    Player Feedback

    Here’s the player’s feedback draft we recorded during the playtest, we recorded:

    • suggestions shared after completing the play session
    • players’ verbal questions
    • spontaneous compliments or reactions
    • noticeable emotional responses during gameplay
    • moments of confusion or hesitation

    Playtest Documentation

    After the playtest, Lettie organised those feeback into clear bullet points, categorised and summarised it.

    • Green – art issues
    • Yellow – UI issues
    • Blue – sound feedback
    • Pink – story and goal issues
    • Red – minigame

    Based on this, I(Misty) organised this into a table form for further refinement.

    To see further refinement based on the first playtest:

    First Playtest Prepare & Refine – Misty Zhang


  • Preparation for Playtesting – 24.02.2026

    By Scarlett White

    This week we have our first mandatory playtesting session. To prepare for it our Mechanics Designer wrote a list of what would be required for the prototype.

    Our current plan for the prototype is to have:

    • 1 animal – the peacock with animation
    • A fully animated player
    • An inventory system
    • The notebook system
    • The peacock minigame

    During our Tuesday meeting we all focused on finishing up our tasks for the prototype.

    Ollie – Getting the peacock minigame working

    Misty – Importing the assets and ensuring the mechanics work as intended

    Swan – Finishing up the notebook UI

    Me – Finishing the character and peacock animation

    Yulia – Finishing up the ecological structure of the world

    I also updated our group roadmap to better reflect how we are doing in the project


  • Finding an Artstyle – 10.02.2026 Meeting Overview

    Written by Scarlett

    What everyone has been working on:

    Technical Artist Ollie – prototyping the peacock minigame

    Mechanics Designer Misty – creating the protoype for Thursday’s presentation. Specifically character movement and animation.

    World Designer Yulia – Conducting research into the animals and environment

    This weeks meeting focused on me and Swan working on the artstyle for the game by painting with watercolour together. I devised an activity where we would paint the same reference we could then analyse both artworks and see what we each needed to change.

    Reference
    Mine
    Swan’s

    Misty provided us a list of the assets that need to be created.

    After discussing me and swan came to the conclusion that we should revert back to the original roles for the art.

    So as it stands I will be responsible for the,

    • Player character
    • Deer
    • Peacock
    • Puzzle

    and Swan will be responsible for the,

    • Lake
    • Clearing
    • UI button
    • World map
    • Notebook illustration

    To prepare for the presentation on Thursday, everyone will be creating their own slide of the work they have been doing and I will be assembling it and creating the rest of the slides.


  • Establishing Team Expectations – 02.02.2026 Meeting Overview

    Written by Ollie

    In our second meeting, we needed to get together and discuss our expectations on how we would work as a group – things like how we would communicate, when our meetings would take place, etc.

    Firstly we created a sheet of our individual work preferences, strengths and weaknesses to get a general vibe of how everyone wants to go about making the project. See below:

    Our main task though was to create a “team contract” of sorts: laying out what we expect from each other and our motivations for the project.

    We settled on a list of objectives, displayed further below but also summarised here in written form for clarity.

    • Store the project using a shared GitHub
    • Maintain a backup of all group files using OneDrive
    • Have weekly meetups: Tuesday afternoons (starting at 1pm) & Friday afternoons before games business class (also starting 1pm)
    • Use Slack for online communication: one channel for posting/sharing our work and another for casual group talk
    • Don’t rule out any conflicting ideas. Experiment and ideate, but still keep time constraints in mind!
    • Set weekly deadlines and objectives to keep us motivated and working consistently
    • What motivates us:
      • sense of achievement
      • fulfilling the game vision
      • creating a great player experience


  • The Project Begins! (Reveal & Roles) – 29.01.2026 Meeting Overview

    Written by Ollie

    On the first Thursday of the semester, the selected projects that we would be working on were revealed, as well as the teams and team structures for each.

    Soul Keeper was the last team project to be revealed – the game concept and design document was the work of Elina Orlovska, one of our fellow second year students. It’s an isometric 2D game revolving around the idea of “restoring the order of life by connecting with nature and animals through the world around you”, as put by her elevator pitch.

    Our team was revealed as such:

    Ollie (me!) would be the group’s technical designer, overseeing the general design for the game and being a bridge between the art and mechanics for the game.

    Xuan as the environment artist, in charge of creating the lushous landscapes for Soul Keeper – one of the game’s defining factors.

    Lettie as our character artist, responsible for creating the character designs for both the player character and the all-important animals the player would be interacting with.

    Misty as our mechanics designer — in charge of scripting and all the behind-the-scenes work that goes into the game engine…

    and Yulia as the world designer, behind the layout and organisation of the world and its assets: again, very key to the direction of this game.

    All of us had the understanding that these roles would fluctuate though, and later we would come to re-establish them somewhat to better fit our preferences.

    After some discussion, we decided that because of the project’s scope and prefrences within the group, we would keep our given roles but rely on them much more loosely, reconfiguring into simple two groups of two: Ollie and Misty as the tech/design group, and Lettie and Xuan as the art group.

    Despite these two groupings, we want to avoid becoming bubbled within them and so are going to have meetups as a full group whenever possible — rather than fully dividing into disconnected groups of two.

    These groupings are more a representation of how we assign tasks, not how we communicate as a team.

    Unfortunately, Yulia is currently absent and it seems she will stay unavailible for the medium-term, so we are planning around this and are splitting the responsiblities of world design between both sides of the team. If she comes back during the project, she would act between both groups.

    Finally, we spent some time setting up our short-term aims for the first week of the project:

    On the art side of things, Lettie and Xuan would be working to create rough concept artwork for the game and develop a coherent artstyle between them that we could use for the game’s materials.

    For the tech team, Misty and myself would be working on setting up the shared GitHub for the project for the whole team, and create a simple prototype using greyboxing in which the player can walk up-down-left-right to set the game’s earliest foundations.