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May → September (Foundation)
Unreal Engine 5 | 2 Blank Corners | 10 Minute Playthrough
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Last Log
18 - 24 May
- [ ] create modular assets (blockout) for level design
- [ ] develop blockout using modular assets
- [ ] concept art: key location paintover
Blockout → Sketch → Modular Assets → Paintover (for final concept art showreel)
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Key Notes:
Visual Style → keeps concept unique, should prototype early for proof of concept in September show
Notes
- shader/texture style: paintbrush, handpainted → storybook watercolours, animated jitter on outlines
Reminders
Record a 2-minute screen capture at the end of each phase or big task. Upload to Play-by-Play
Use Freesound, Zapsplat for alpha.
Concept Art!
Phases
Phase 1 | May
Foundations & Proof of Feel
Project Setup
- [ ] Set up version control
- [x] Establish folder structure
- [ ] Reference board (Milanote, PureRef)
Visual Language Test
- [ ] Block out 1 Blank Corner (one small outdoor space, 3-4 props)
- [ ] Grayscale/Outline shader on static meshes ie. “comic-book memory”
- [ ] Define colour palette for restored vs blank states of the BCs
- [ ] Midpoly art style test: model one prop at target poly count
Core Movement Prototype
- [ ] Implement basic third-person controller (WASD + camera)
- [ ] Prototype fatigue walk mechanic - stamina bar, rest trigger on large objects
- [ ] Test emotional feel; is the restricted movement frustrating or poignant? Adjust timing accordingly
Design Documents
- [ ] Write one-page scope doc: what’s in the demo, what’s cut
- [ ] Sketch town layout on paper - mounntain start, two blank corners, ending
- [ ] List all 5 shapes and their associated memory/location/puzzle type
- [ ] Define what “one” means for September handoff
End of May: Playable proof-of-concept: 1 Blank Corner, walk mechanic and a believable visual style
Phase 2 | June
Core Systems & World Shell
Shape Sorter mechanic
- [ ] Build Shape Sorter as a diegetic UI object: open, insert, animate
- [ ] Implement shape tracking: 5 slots with 2 interactables. Persistent state across level
- [ ] Hook shape discovery to Blank Corner completion events
- [ ] Test the feel of receiving a shape; is it satisfying without being too “gamey”?
Blank Corner mechanic
- [ ] Build the colour restoration system: graycscale → colour shader transition
- [ ] Implement low-gravity zone trigger when entering a Blank Corner
- [ ] Gravity normalises as colour returns, link gravity value to restoration progress
- [ ] Build one complete Blank Corner: interact objects → colour restores → shape appears
Town Greybox
- [ ] Block out the entire town through graybox; every street, building footprint, elevation change
- [ ] Place all 5 Blank Corner locations and walk the path start to finish
- [ ] Block all intended debris obstructions and unlockable passage points
- [ ] Implement mountain starting area and guided descent (audio/visual breadcrumbs)
Interaction Framework
- [ ] Build a reusable interactable component: hover highlight, prompt, callback
- [ ] Implement single-item carry system (no inventory, one object at a time): warning, error
- [ ] Prototype one puzzle per category: block stack, shape fit, keypad (LeapFrog) entry
- [ ] Contextual menu (diegetic book): open, display placeholder narrative text
End of June: Greybox walkthrough, 2 Blank Corner locations, Shape Sorter functional and complete puzzle working end-to-end
Phase 3 | July
Art Pass & Environment
Environment Art
- [ ] model & texture BC spaces
- [ ] modular prop library - furniture, signage, toys, coastal objects
- [ ] set dressing
- [ ] mountain start area
BC Visual Polish
- [ ] BC shader: chrom. abberation, colour bleed on ends
- [ ] colour-return transition to feel like memory surfacing (diegetic)
- [ ] visual portfolio: ref, process and recorded tests
Lighting & Atmos
Phase 4 | August
Phase 5 | September
Proof of Concept Timeline