This week, we got to know each other a bit, confirmed our preferred communication and work styles, and created our team contract.

At the same time, we set our group meeting time every Tuesday afternoon at 1:30 pm. We will discuss any issues that arise at this time, and all group work will also be done during this period.
During the meeting, we discussed what our vertical slice would include. Since it wasn’t certain before we officially started, we set a rough outline.

User stories
During Tuesday’s group meeting, we created the current user stories, which is essentially thinking from the players’ perspective about what we want them to experience.
Based on this, we broke down the different systems or designs required for each type of experience, assigned tasks to the appropriate individuals, and began our work.

At the same time, we marked the key dates for every event on the calendar, including presentations, the first game test, the second game test, and so on, to remind us of our time management.
TA’s responsibilities
Over the weekend, I did some research on my responsibilities. In my understanding, technical artists are usually responsible for things like skill effects in 3D games, but I’m actually quite confused about what I’ll be doing in a 2D game.
Based on my experience with technical artists in 3D games, I’ve realized that regardless of the game, their role is essentially to incorporate art assets into the game and ensure their proper use. This is my understanding of what I’ll be doing in this project over the weekend.
However, after talking with technical artists from other teams on Tuesday, I discovered that UI design is also part of a technical artist’s job. This made me change my plans. I had originally planned to wait for our team’s art assets to be available before starting work, but now I realize that I can create UI drafts first, and then use the art assets to replace the canvas or create images on the canvas.