
Small adjustments to things like audio volume, or the area boundaries of ambient or procedural sound, can have an impact on the emotional tone of a space or moment, which has a knock-on effect to things like pacing or the interpretation of a story beat. Rotating a prop by a few degrees can make a dramatic difference to how you navigate a space, or the likelihood of encouraging an area to be explored in more detail.

Late tweaks to design, signposting, player flow, discovery – this is all still happening. And of course there’s always something that can be improved. There’s always a point in every game development where you start counting down the days and hours, and everything gears itself around the question of “right, we’re shipping this thing, are we ready?”Įveryone’s time is split between chewing through those and carving out time for as much polish and finesse as we can.

We’re a couple of weeks out from beta, which is incredibly exciting and quite scary in equal measure.
