
Final Blog Post - Gold Sprints! Playtesting & Postmortem
As of today, Project Blue, titled Io, has gone gold! It's been a wild ride, but the game feels great to play. These last two weeks, surprisingly, slowed down a fair bit. My work consisted primarily of playtesting and tuning for values and controls, with some bugfixes thrown in, and I'll do a small postmortem as well.

Fifth Post - Beta Work - Level Design, Controls Updates, Player Feel
This weekend, we finally hit beta. I had some role changes throughout the last couple of weeks, moving from enemies to level design for the third Crystal Caves stage, and then to updating the keyboard controls, and finally player feel.

Fourth Sprint - Gungnir Finalization, Stalwart Tuning
The last three weeks have been pretty tumultuous for everyone, I think - naturally, this has affected the progress of Project Blue significantly. Over these last three weeks, I have finalized the Gungnir enemy's behavior and worked on tuning the Stalwart, the charging enemy I discussed in my first blog post.

Second & Third Sprints - Tuning and Breaking
While my first sprint was light, these two started out a little lighter. As my role is primarily that of a designer, I was bottlenecked by programming and art, and there were not enough programming tasks for me to pick up more. The first sprint of these last two weeks, my only task was to create some prefabs, which went painlessly.
Project Blue - First Sprint, Enemy Design Conceptualization
Hello all! I'm back, and this time I'm designing enemies for WolverineSoft's new game, currently codenamed Project Blue.