we were fortunate enough to have team members whose sole focus was narrative design, and we were sure to incorporate their work into all aspects of the creation pipeline; our ideation flowed from the narrative team to the art team for concepting and asset creation and finally implementation. This means that we had a lot of stressful overhead from how many times content changed hands from start to finish. We spent many hours in VC, creating spec docs/mockups, and chatting back and forth. For all intents and purposes, we followed standard operating procedure for a production pipeline, with the only difference being the short timeline and the fact that we were able to take a little more liberty with the procedure because a game jam is much lower stakes than an actual production with a budget. It was very challenging at times, but the end product is what matters, and it makes all of that hard work so very worth it to read responses like this. Thanks for your kind words and thorough review, we truly appreciate that you took the time to immerse yourself in Equinox!