Post-Production


In Engine:

During the later stages of production and post-production I have completed the level design of the world and correctly implemented all of the mechanics intended for the player to be able to progress through the game, reaching a point in the game that signifies an official ending/completion of the run.

The architectural elements inside of the level, both ruined and restored have been grouped into actors that can be swapped out with each other in order for the mechanic that restores tha land by taking photos of specific locations to work. As the player progresses and restores the level they will obtain pieces of the glider that are required to be collected in order to unlock the ability to glide.

I created three outer islands that the player can only get to once they have unlocked the ability to glide, the player must visit these islands to gather three sword spirits that are required to reach the ending of the game where they effectively "pull" the sword out of the stone near the start of the game to signify the end of the playthrough.

Procedural content generation has been used to populate the environment with foliage, trees and lights in order to meet the vision we had with the style of our game. Additionally, an artist had initially created volumetric clouds to be used on the level - however, in practice this had proven to be inefficient during gameplay and I have had to edit some pre-existing cloud planes to face the characters location during gameplay as a more resource-friendly alternative.

Build & Playtest:

During the final playtesting and building process some last moment bugs and quality of life changes have been implemented into the project. Some of the outer islands were extremely difficult to get to leading the player to experience a level of anxiety, these islands were moved closer as a result to maintain the overall relaxing theme of the game. Additionally, a UI bug was encountered when testing the games presistent data where the widgets would not disappear during gameplay after saving and loading multiple times in a single session.

Art Production:

Artists produced hero assets, modular assets, and texture designs to be implemented into the project. During the final stage of post-production artists produced a cinematic flythrough of the level to showcase the overall environment art, layout and assets included in the project.


Wandering Spirits DevLog by Spencer D Sayers / Edits by Callum Haydon

Game Art Content by Liah English & Callum Haydon

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