Today I joined our design team for day two of our critical walkthrough. Four of us take over the main conference room and load up a very rough game build of Sea of Darkness. The game is far from being done! Most of the art is there, if at least placeholders, the puzzles are working as they should, the story is put together… but we are still working on art and cinematics, as well as added audio, character dialogue, and polished puzzles. The main reason to go through this walkthrough-playthrough is to make sure the mystery makes sense, the sequence of events line up accordingly, and to see if a player can understand what to do next (with and without task list items).
It’s really amazing to see a new game built! The voices are synched to the 3D characters, the music play in ambiance to exploring the environments, the puzzles make sense to the mystery and I can start wrapping my head around all of the concepts and pieces into one whole adventure. (I’m looking for parts and elements to the game that I can tease out early in clues and visuals..!)
This meeting took up a majority of the day and therefore I didn’t make much progress on a few of my secret projects. However, sleuthing fan Lilly posted this video to YouTube below. She narrated the teaser for Labyrinth of Lies in Greek!