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Project Timeline

W1
23 Apr – 28 Apr

Team idea proposal, initial pitch, research on stealth mechanics, decide 2D top-down stealth theme.

W2
29 Apr – 5 May

Develop gameplay loop, core mechanics, early documentation of 3-scenario ideas, stealth & delivery focus.

W3
6 May – 12 May

Finalize story, scenario A–C, core concept, visual style (cubical), stealth mechanics, initial layout.

W4
13 May – 19 May

Define target audience, refine visuals, UI style, enemy types, key objects like potions, crates, doors.

W5
20 May – 26 May

Lecturer feedback → Switch to 2D platformer focus, new story direction, refine core gameplay (Abandoned Lab)

W6
27 May – 2 June

Finish GDD: gameplay loop, game balancing, stealth/hiding system, crate mechanics, puzzles, visuals. 

W7
3 June – 9 June

Begin drawing/ creating environment tiles, characters, animations, UI, potion sprites, background.

W8
10 June – 16 June

Import assets to Unity, set up player controls

W9
17 June – 23 June

Test 2D physics, layers, sorting, raycast visibility logic.

W10
24 June – 30 June

Add box pushing, enemy patrols, NPC detection, hiding zones, hole-filling system with normal crates.

W11
1 July – 7 July

Add random potion effects, test movement boosts/debuffs, adjust level difficulty, tweak NPC raycast.

W12
8 July – 14 July

Optimize UI for PC, polish art, test layer hiding logic, add sound effects.

W13
15 July – 21 July

Conduct playtesting, fix bugs, smooth transitions, fine-tune game balance and pacing.

W14
22 July – 28 July

Prepare proposal final version, reflection writing, slide deck, compile gameplay video for submission.

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