Posted December 08, 2025 by PatricioBlasetti
Hi! Patricio here!
Over the course of this project, I was tasked with different objectives. Big and small ones.
In the second week, I work with Boddie to create a VFX checklist for the art group. We brainstormed and developed a list of possible VFX effects that could be included in the levels.
Some of the ideas:
Fire for the torches
Smoke
Water
Water Splash
Water for the fountain Dropping water (for the dungeon)
Camp fire
Magical glow (for the eye guard)
Broken parts (for whatever we are using to hit the guards)
The third week I start working on building the chapel level for the game. Scrap some concept and check some ideas online. I end up using a paper design.
After building the main structure, I start working on where the guards and the different objectives of the map were going to be located.
Finally adding the guards, with their patrols working in different time and waiting points.
For my 8 week, I work on balancing the level. I add more guards and rise the speed of the guards. As being the final level, I implement some difficulty to the guards reaction.
For week 9, I start adding things that where missing on the level. Throwables items, level transitions, more guards and a level end.
Week 10 I worked on playtesting the level. I found some bugs with the game mechanics:
•You can grab all the throwable weapons at once. As you grab the next one, the previous one will get stuck in the air in front of the player.
•You can enter the hideouts, but not exit them.
•The guards at the main gate of the chapel sometimes don't move. This relates to the NavMeshBoundsVolume NPC box.
Some bugs that were fix later in the development.
Week 12 For this with was adding level sound. The background sound for the torches and the music level of the chapel.
Week 13 This last week was about playtesting the all game. Trying out mechanics and trying to finish the game levels.