Move → Scan Area → Choose What to Possess & Possess it → Figure Out Best Way to Solve Puzzle
In progress + INSPIRATION
Environment
Environment Designers
Jake Gonsalves
and Lillian Waldon
Narrative Designers
Ole Olson, Caleigh Roe,
and Ethan Coleman
Gameplay Programmers
Lewis Taylor, David Mataconis,
and Chase Bruder
In this sprint, the gameplay team, led by Chase, David, and Lewis, made significant strides in enhancing the player experience and polishing the game mechanics. The team finished the box possession mechanic and polished the game's UI and visuals.
Jake and Lilli, heading the environmental design and art department, contributed their artistic talents to create the visuals and immersive environments in the game.
Meanwhile, the narrative department, of Caleigh, Ethan, and Ole, altered and streamlined the storyline after development constraints led to a level being cut.
The collective efforts of these teams have brought Mausoleum of Memories one step closer to becoming a complete gaming experience.
Pre-Alpha Sprint
Programming Team
The gameplay team, led by Chase, David, and Lewis, is developing Mausoleum of Memories to create a captivating gaming experience. Chase, a game developer and audio manager, created the box possession mechanic and serves as our voice actor, bringing depth to the narrative. David, with UI expertise and skills in particle effects and audio, seamlessly integrates intuitive interfaces and captivating visuals. Lewis, the architect of interactive mechanics, crafts engaging puzzles, showcasing their dedication and ingenuity in pushing the boundaries of interactive storytelling in gaming.
Design Team
The environmental design and art department, led by Jake and Lilli, are responsible for developing the art direction for Mausoleum of Memories to create a visually enticing gaming experience. Jake’s tasks ranged from creating the studio website and designing its logos to creating start screen art and sourcing assets on the Unity store. Lilli, in turn, played a key role by working on many of the environmental design models, crafting props in Maya, and finding online assets.
Narrative Team
The narrative department plays a pivotal role in crafting Mausoleum of Memories. Caleigh wrote the opening cutscene and all dialogue for the third and fourth levels, maintained the narrative design document, and serves as the PR & Steam Coordinator. Ethan contributed to level and audio design, and is serving as the product owner for the game. Ole wrote dialogue for the first level, designed the blockmesh, added simple props, assisted with Maya, and is serving as the scrum master. Together, their collective tasks enriched the game's engaging storyline.
pre-alpha sprint
Screenshots
Pre-alpha gameplay
In this sprint, the collaboration of our talented teams has brought Mausoleum of Memories one step closer towards its final form.
The Gameplay Team worked on adding the lighting systems in game and continued trying to elevate the gameplay experience and refine core game mechanics.
The Design Team continued working on both adding textures and elements into the game environment, as well as creating art for the Steam Page.
The narrative team worked alongside the gameplay team, making sure the story was being properly expressed and inline with the group vision.
The collective dedication and expertise of these teams have brought our closer to its ultimate vision, solidifying its position as a formidable contender in the realm of gaming experiences.
alpha sprint
Programming Team
The gameplay team, under Chase, David, and Lewis, has advanced in refining Mausoleum of Memories during this sprint. Chase, as the game developer and audio manager, fine-tuned the box possession mechanic and continued his role as the voice actor. David, with UI expertise, enhanced interfaces and added subtle visual elements for an improved user experience. Lewis focused on implementing our intricate puzzle designs and translating when needed. The team remains committed to advancing the interactive storytelling our game has to offer. Together, their ongoing collaboration signals has lead to steady progress refining the gaming experience.
Design Team
In this sprint, the environmental design and art department, led by Jake and Lilli, achieved notable progress in refining the visual elements of Mausoleum of Memories. Jake continued his role developing and expanding the studio website, making tweaks and refining the overall look of the site. He added new pages showcasing the Pre-Alpha version of the game, offering players insights into its development process. On the other hand, Lilli, working on the environment design, dedicated her efforts to crafting intricate architectural elements that contribute to the game's diverse landscapes. Both Jake and Lilli collaborated to optimize asset usage, trying to ensure smooth performance across different platforms while maintaining a visually captivating aesthetic.
Narrative Team
Facing unexpected time and development constraints, the narrative team, led by Caleigh, adeptly navigated the need to cut a level. In a swift response, Caleigh spearheaded narrative adjustments, tweaking dialogues and integrating plot changes seamlessly. Ethan provided crucial insights to align the narrative with modified level design, ensuring coherence. Ole, in his role as scrum master, facilitated efficient communication. Despite challenges, the narrative team's swift and coordinated efforts have elevated the Mausoleum of Memories storyline, showcasing resilience and commitment to delivering a compelling gaming experience.
aplha sprint
Screenshots
Alpha gameplay
In this sprint, our teams surged forward with new tasks, driving Mausoleum of Memories closer to completion.
Chase, David, and Lewis, intensified their efforts to enhance immersion and refine gameplay mechanics.
Simultaneously, the Design Team expanded environmental diversity, infusing the game world with rich details and interactive elements. Additionally, they contributed to the creation of captivating promotional materials, setting the stage for the game's highly anticipated release.
The Narrative Team meticulously integrated branching dialogue options and fine-tuned character arcs, ensuring players are deeply immersed in the captivating storyline.
With each task completed, Mausoleum of Memories edges closer to its ultimate vision, ready to captivate audiences with its immersive world and compelling narrative.
Pre-beta sprint
Programming Team
The gameplay team, spearheaded by Chase, David, and Lewis, has made significant strides in refining Mausoleum of Memories during this sprint. Chase, utilizing his skills as the game developer and audio manager, meticulously implemented all sound effects, enriching the immersive experience for players. Lewis with his UI expertise, diligently worked on adding functionality to save and load buttons, streamlining the user interface and enhancing overall navigation. David, dedicated to intricate puzzle designs, successfully implemented complex mechanics and provided valuable translation support when necessary.
Design Team
In this sprint, the environmental design and art team, made up of Jake and Lilli, made significant strides in enhancing the visual appeal of Mausoleum of Memories. Lilli delved into level 3's final blockmesh, meticulously sculpting and refining the intricate details to bring the environment to life. She also did some final work in Maya and Substance Painter, so that our game will deliver stunning visuals that captivate players' imaginations. Jake continued his work updating the website and writing up what each department has been working on and what they have accomplished during this sprint. Additionally, he created a couple more graphics still needed for the end of the game and finished designing the screen showing the Field of Reeds.
Narrative Team
"In this sprint, the narrative team, comprising Ole and Caleigh, took charge of crafting the remaining sound effects crucial for our game, with Ethan lending his expertise to the Design Team. With meticulous attention to detail, Caleigh orchestrated the creation of menu sound effects, ensuring they harmonized seamlessly with the game's ambiance. Ole, in his role as scrum master, streamlined communication channels, fostering collaboration among team members. Ethan's focused efforts contributed significantly to enhancing the design elements, aligning them with the overall vision. Despite shifting priorities, the team's dedication and synergy have propelled us forward, showcasing adaptability and creativity in the face of challenges."
pre-beta Sprint
Screenshots
Pre-beta gameplay
In this sprint, the environmental design and art team, made up of Jake and Lilli, plus some additional help from Ethan, made significant strides in enhancing the visual appeal of Mausoleum of Memories. Ethan focused on resolving issues with texture clipping and walls, meticulously refining the details to ensure a seamless and immersive environment for players. Additionally, he dedicated time to updating the graphics for levels 1, 2, and 3, injecting fresh visual elements to enrich the gaming experience.
Their collaborative efforts have not only addressed technical issues but also elevated the artistic quality of the game. The team remains committed to pushing the boundaries of visual storytelling, ensuring Mausoleum of Memories delivers an unforgettable gaming experience.
beta sprint
Programming Team
During this sprint, the gameplay team prioritized significant enhancements to elevate user experience. This included the development of a robust Save Game System for seamless progress tracking and meticulous UI polishing for level 3. Additionally, the integration of menu and box sounds aimed at enhancing immersion and providing valuable feedback further underscored the team's commitment to refining both functionality and engagement within the gaming environment.
Design Team
In this sprint, the environmental design and art team tackled key visual improvements for Mausoleum of Memories. Lilli focused on resolving texture clipping issues and refining asset placement across all three levels. Meanwhile, Jake updated the website and created essential graphics for the game's conclusion, including the design for the Field of Reeds screen. Together, they've made significant strides in enhancing the game's visual appeal and narrative impact.
Narrative Team
In this sprint, the narrative team, led by Ole and Caleigh, delved into refining the storytelling elements of our game. Caleigh spearheaded the crafting of the Intro Text / Cutscene and Outro Text / Cutscene, infusing them with rich narrative depth and emotional resonance. Meanwhile, Ole oversaw the Clean Up Level Transitions, ensuring smooth and immersive transitions between gameplay segments. In addition, the team collaborated on updating the dialogue for levels 2 and 3, injecting new life and authenticity into character interactions. Their collective efforts have elevated the game's narrative experience to new heights, setting the stage for players to become fully immersed in our world.
beta sprint
Screenshots
Beta gameplay
In our final sprint, the collaborative efforts of every team member propelled Mausoleum of Memories towards its eagerly anticipated completion. The design team, with unwavering dedication, expanded the game's environmental diversity, infusing each level with rich details and interactive elements.
Meanwhile, the narrative team fine-tuned the story and integrated branching dialogue options to ensure players are fully immersed in the captivating narrative. Their attention to detail ensures that every interaction within the game world resonates with meaning and purpose.
Simultaneously, the gameplay team tirelessly worked to refine and polish the core mechanics of Mausoleum of Memories. Fixing bugs in the UI and addressing lighting issues in Level 1 were just a few of the challenges they tackled with precision and expertise. Moreover, their efforts to unify control schemes, making actions like Possess and Unpossess seamless and intuitive, further enhance the overall player experience.
As the final pieces of the puzzle fall into place, Mausoleum of Memories stands as a testament to the collective passion and dedication of the entire team. With each completed task, we move one step closer to realizing our vision of delivering an unforgettable gaming experience. Together, we are poised to captivate audiences with an immersive world and a narrative that will linger in the minds of players long after they've left the mausoleum behind.
Goldmaster sprint
Programming Team
Programming Team
During the final sprint leading to the gold master release of our game, the team focused on crucial updates and refinements to ensure a polished user experience. Key updates included the completion of the UI for level 3, along with the implementation of an options menu allowing players to adjust Music and Sound settings. The scaling of the UI has also been optimized and looks consistent across different screen sizes. However, some challenges remain. A game-breaking bug has yet to be reproduced, and issues with cat statues need addressing. While the tutorial level is functional, it will not be included in the initial release on Steam.
Design Team
During this sprint, the environmental design and art team focused on key visual improvements for the Mausoleum of Memories. Lilli resolved texture clipping issues and refined asset placement across all levels, while Jake updated the website and created graphics for the Field of Reeds screen. They also integrated loading screens, completed asset implementation, and designed promotional materials, as well as the game's start and end screens. Their efforts have significantly enhanced the game's visual appeal and narrative cohesion, preparing it for the gold master release.
Narrative Team
During this sprint, the narrative team, led by Ole, Ethan, and Caleigh, focused on refining the storytelling elements of our game. Caleigh crafted the Intro and Outro Text/Cutscenes, infusing them with narrative depth and emotional resonance. Caleigh also sought Mo's assistance with the trailer and audio, as that was causing some problems. Ole ensured smooth and immersive Clean Up Level Transitions. Together, they updated the dialogue for levels 2 and 3, enhancing character interactions. These efforts have significantly elevated the game's narrative experience, fully immersing players in our world.
Gold master sprint
Screenshots
GAMEPLAY Trailer
Contact Lithocarpus Studios
devteam@LithocarpusStudios.com
Phone Number
508-456-7890
Office Address
Duke 303 Elon, NC 27244
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