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Dev Log #4: Post Production

Honestly, the post-production of this project feels a lot like coming out the end of a tunnel. It wasn't as though the deadlines ever came down on the team since we were able to get things done relatively quickly and were able to actually find the push to get everything finalized and polished to a point that we were happy with.

For my own contribution the level design was simple, taking examples from simple 2d levels as inspiration while allowing for plenty of emergent gameplay opportunities. Our focus was on making sure that the enemy-to-player interaction was the core experience. It also allowed me to focus on the ending production work such as the post-mortem to finish the project out strong.

Overall I'm happy with the way the project came together and give thanks to my team.

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It's great to hear that the post-production phase felt rewarding and that the team managed to meet deadlines efficiently, reflecting strong project management and team dynamics. Your approach to level design, drawing inspiration from simple 2D layouts to enhance emergent gameplay, is commendable. It's clear that focusing on the core player-enemy interaction helped streamline the development process and ensure the game was enjoyable and engaging. As you move forward, consider exploring even more diverse inspirations for level design and further experimenting with gameplay mechanics to enrich player experiences. Sharing insights and learnings from the post-mortem could also benefit others in similar projects. Congratulations on a successful project completion, and here's to many more!

Being able to get things done early and at a consistent pace seems to be a good way to ensure that a project gets successfully finished. I'm glad you guys could get things polished and refined! Good work!