# Week 11 (Nov 18 – Nov 24)

This week the team prepared for the Beta code submission. We worked together to conduct 6 initial playtesting sessions, make substantial changes, and then conduct 1 more additional playtest. The team improved the fidelity and polish of the game significantly this week, updating our non-diegetic UI to represent the in-game resources such as stamina, as well as our death count and par system.

This week, I worked on bug fixing and playtesting, both individually as well as conducting two playtesting sessions. In the first playtest session I conducted, the play tester was someone who had previously played the game twice before. Therefore, it was important for me to emphasize the new changes and ask them how they felt about it. I wanted to see which UI they preferred, how the UI helped/didn’t help to aid gameplay, and what changes, if any, they would want to make to improve the gameplay experience. In the second playtesting session I conducted, this was the play tester’s first-time playing Light After Death. Here, I was able to follow our design questions more thoroughly, and see if the UI aided in the learning experience, or provided context to the narrative.

Moving forward, the team will continue to polish the game and refine it for the Gold code deliverable. I will try and create a cut-scene animation. Some ideas are to replicate how golf video games do a camera flyover of the golf course to give the player a preview of what to expect.