Production Report #1
- May 13
- 2 min read
Hello! It’s been a while but I have a lot of things to share. This last April has been hectic! People often think that the most complex part about making a game is some sort of specific feature: a diabolical piece of code, a really difficult to achieve look, or maybe a critical bug that makes the game fail overall. In my opinion managing the timings and productions is the real final boss.
Let me explain, there is usually no issue at spending any needed time to build or achieve a specific thing. As long as you have it, it can be granted. The issue is not having this time, and production is our tool to ensure we have it.
This April has been spent on two main things:
Planning and scheduling.
Speaking to partners and collaborators.
Now that the prototype is in place and we are working to finish the systems that will support the game it’s time to start filling the gaps that our team has. In that sense we leave this month behind being incredibly grateful and reinforced. Our three major concerns had been addressed:
In terms of sonorization we found a partner in Danca (https://danca.tv) and we already started working on the OST.
In terms of animation, we managed to get access to some mocap suits and we are working to make a deal with an actor to record those in June.
We have a new tech artist onboarded that will help us with particles, shaders, lighting, etc.
Regarding planning, we are aiming to have something close to a beta of the vertical slice by the end of July. At the moment the combat rework is almost finished and we will start to transition into level management and progression soon. We really want to start sharing things but bear with us a little bit more!
Read you soon! Leave a comment, a reaction, or send us love and strength!


Production is the greatest headache possible jajaj. Keep up the good work :)
Ánimo que tengo muchas ganas de jugar