Friday, 2 June 2017

MOJO Wrap-Up

May 30th was MOJO day.

We're glad we got to attend the event and experience a lot of interesting concepts, and present our own to the public for testing and feedback.

For those that want to, but didn't get the change to test out our game during the event, we leave a download to the prototype version we presented.

You can also check out a full run of the showcased build below (minus tutorial), that one of our developers completed during break period.



If you wish to offer any feedback, we're still accepting questionnaire submissions.

We hope everyone had fun at the event!

Week 13

This will be the final post on my behalf.

This week was the MOJO event. All attention was focused on some last minute work.

The overall experience was very positive. Getting first hand feedback from the attendees and other devs that attended was a very enlightening experience.

After the MOJO, we all spent some time analyzing the feedback registered during the sessions and the questionnaire results, and planning what tweaks were the most crucial to implement.

Future work will address the improvements and the production of all the necessary documentation for the final course delivery.

This was a very positive experience, and I hope I can take part in similar ones in the future.

Week 13

Week fully dedicated to MOJO, there was time to fix a bug on our second level that made it slower and now has perfect performance and all thanks go to an attendee of MOJO.

After MOJO we planned on reviewing our questionnaires and feedback from players to implement new features and fix some old ones.

Week 13

The beginning of the week was fully dedicated to have the prototype working for MOJO.
The rest of the week was more calm, since we needed time to go through all the feedback and questionnaire answer.
We also started planning what will be the next steps and what we will be implementing and improving in our game.

Friday, 26 May 2017

Week 12

Working hardly to be able to get the best experience in MOJO.

Creation of an item abstraction to be able to create items easily.
New items, stun item, adrenaline rush, more to come.
Some tweaks to the key item.
A new type of enemy, you will not be able to hide from him!

Changes on scanner and distraction.

Some tweaks will still be done until MOJO.

Week 12

Tweaked a few aspects of the game
Started implementing the final aspects for MOJO (including logger)

Week 12

This week was entirely filled with preparations for the MOJO event.

A lot of work was put into improving and tweaking the gameplay of the first demo level, as well as building the second demo level.

If time allows it, there's plans of preparing a small tutorial demo to introduce users to the game. If not possible, the intro document for the playtest will have to suffice.

Final adjustments to the documentation and promo materials are also underway.

Looking forward to the MOJO event. Look for "us" there.

Tuesday, 16 May 2017

Week 11

Heavy workload on another projects on this week. Helped with some ideas on the game.

Week 11

Due to the heavy workload this week, I only helped finishing the documents.

Saturday, 13 May 2017

Week 11


  • Wrapped up the design documents for this coming week's deadline.
  • Continued work on the second level to be featured at MOJO event
    (mid progression level)
  • Bit of prep work for the MOJO event

Thursday, 11 May 2017

Week 10

Worked on the new art in the game (edge system).
Reviewing the documentation.

Week 10

Focused on implementing a new skill.
Started reviewing the documentation.

Monday, 8 May 2017

Week 10


  • Finally wrapped up most of the work on the first level
  • Got started on reviewing the documentation for the new cycle
  • Began work on the second level of the game.


Tuesday, 2 May 2017

Week 9

Created a new type of enemy.
Finished working on the prototype.
Helped with the elaboration of the feedback report.

Week 9

Finished working on the prototype.
Tested it with our focus group.
Helped with the creation of the feedback report.

Week 9

- Fine tuning work on the prototype in preparation for the demo
- Work on the feedback analysis
- Work on the feedback report
- Work on a preliminary version of an edge shader to use in the final version of the game.

Thursday, 27 April 2017

Week 8

Worked on the ability system abstraction and on scripting new abilities.
Worked with shaders on the game.

Week 8


  • Wrapping up work on the design of the first level of the game
  • Continued work on the creation of main character and enemies.

Week 8

Helped implementing skill and item abstraction
Implemented highlight skill

Saturday, 22 April 2017

Week 7

Finished the 2nd cycle documents.
Continue to work on first level.

Friday, 21 April 2017

Week 7

Slower week

  • Work on the documents due early this week
  • Continued work on the design for the first level.
  • Continued work on the presentation prototypes

Week 7

Finished documents.
Started thinking about the best controls for the game.

Friday, 14 April 2017

Week 6


Low productivity week due to tests and other projects:

  • Worked on the documentation for the next week.

Thursday, 13 April 2017

Week 6

Low productivity week due to workload on other projects

  • Worked on some of the documentation for next week's delivery
  • Worked a little on the design for the first level 

Week 6

This week I was overwhelmed with work, so I only managed to discuss with the rest of the team how the workshop should be done and what changes we should bring into the game.

Thursday, 6 April 2017

Week 5


  • Continued work on the low-fi prototype.
  • Finished tech prototype 
  • Presented the tech prototypes to the focus group
  • Worked on the feedback report document
  • Started working on the design for the first level of the game
  • Started working on the design of the playable character

Week 5


  • Finished tech prototype for enemy AI
  • Tested Low-Fi and Tech prototypes with focus group
  • Helped writing the feedback from focus group document.

Week 5


  • Finished tech prototypes
  • Tested it with our focus group
  • Helped writing the feedback document

Friday, 31 March 2017

Week 4

  • Worked on the technology prototype (Enemy AI)
  • Helped creating a simple level on the technology prototype
  • Helped on creating some pieces for the low fidelity prototype.

Week 4

Worked on the technology prototype.
Helped in the creation of the low fidelity prototypes.

Thursday, 30 March 2017

Week 4


  • Assisted in the creation of the low fidelity prototypes that are to be presented to the focus group.
  • Worked on the technology feasibility prototype

Thursday, 23 March 2017

Week 3

Got one more people to our focus group.
Help finish the first document cycle.
Started working on unity.

Tuesday, 21 March 2017

Week 3


  • Worked on the following documents
    • Stakeholders
    • Focus group description
    • Gameplay Experiences
    • Play scenarios
    • Player Personas

Sunday, 19 March 2017

Week 3

Contacted a few more people to our focus group.
Helped finishing the remaining documents.

Monday, 13 March 2017

Week 2

- Got people for our focus group.
- Analysed some similar games (competition).
- Searched for techniques to use for sound raycasting
- Created player personas.

Week 2

Contacted a few people to be part of our focus group.
Analyzed the competition.
Implemented basic commands for our game to built upon.

Week 2


  • Worked on analysing the game's domain and primary competition.
  • Reached out to a few potential candidates for our focus group. 
  • Worked on the description of the focus group.
  • Created some player personas.
  • Created some play scenarios.