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The first week of our development mainly consisted of scheduling meetings and rapid-fire brainstorming from the team. We had consisted of 4 people before having another person join our group. Meeting scheduling was a bit difficult since we had so many schedules to juggle, but we adapted and made it work. I had sent out an agenda for our first meeting and logged the things that we said and the ideas that we explored, which proved to be useful when some team members couldn't make it or forgot what we had talked about. 

The first few meetings involved talking about potential game ideas and we bounced ideas off of each other while also looking at a few indie games. We had a few elements that we enjoyed and we tabled them for later discussion. I really like the idea of "meta-ness" in a game, and I brought it up in one of our meetings. I feel like having a meta element or having the story and characters become self-aware could be quite interesting especially if the game executes it right. Once we decided on the game idea (maze runner inspired with the surroundings gaining more fidelity as the player progresses), I started cracking on the game proposal. The proposal itself is not difficult to write, rather it is ensuring that I am writing correctly about the concepts that we want. I myself am uncertain of how many of the details that we brainstormed were going to make it into the game since the biggest thing running through our heads was to keep the game from being too rushed and ambitious. I don't want to misrepresent what the team is doing or give the wrong impression of our game to readers. However, the multitude of meetings that we have often steer us in a good direction of our game, making it easy to write.