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Devlog #3 - Production

Things have been going ok so far and the team was focused on the work. We have finished the whole level one and the game is playable now. The level two and three maps have been made and we will decide whether to keep the level 3 or not depending on the time. Personally, I have been working on level art these weeks. I have made number of models and also used online free resources to build up the level one environment. I have also adjusted the light and overall colour theme of the environment for it to present a dark, silent and a little bit horror theme as we planned in the beginning. The biggest challenge was that it's my first time using outside sources for a project and not everything worked as I expected. For example, some of the models that I downloaded and imported had no materials I could use in Unity, so I made some materials myself. For the next steps within the experience I have now, I believe the level 2 and 3 building process will be much quicker and better. 

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It's been a busy semester and we've all been very busy. To still find time in such a busy time to make new art assets is incredible in itself. If we really don't have time, we can also try to use some of the free resources available on the Unity Store. It might make your art work a little bit easier.

Your progress on the game sounds impressive, especially completing level one and having level two and three maps ready. It's great to hear how focused and efficient your team has been. Transitioning into using external resources for level art is a significant step and, despite the challenges you faced, such as the issue with importing models without materials, it sounds like you've adapted well by creating your own materials. This kind of problem-solving is invaluable in game development.

For future work, considering your newfound experience with external assets and adjusting to unforeseen challenges, do you have any strategies in mind for streamlining the asset integration process? Also, how do you plan to maintain the thematic consistency in levels two and three, given the dark and slightly horror-themed ambiance you've established in level one? Balancing the aesthetic and thematic elements across different levels can be quite challenging but also crucial for immersive gameplay.

Lastly, on deciding whether to keep level three, it might be worth considering player feedback from the first two levels if time allows. Early testing could provide insights into how players perceive the game's pacing and difficulty, which could inform your decision on including or modifying level three.

Keep up the great work, and I'm looking forward to seeing how your game develops!