# Week 6
After our playtesting sessions and presentation last week, the developer team worked mostly on fixing the bugs that we discovered during the playtests. We also improved our first prototype with the feedback we have gotten over the past week, specifically the issue of visual miscommunication between the player moth and the ghost moths. With that in mind, my main task as the visual artist is to develop our visuals and aesthetics of the game so that the communication will be clear and effective in our next prototyope and playtesting session. In addition, the developers were able to implement the moth flying animation that I created a few weeks ago.
In terms of my progress on the rest of the 3D assets, I have started modeling the prototypes of the enemies such as the hand and the bug zapper lamp. This allows the developer team and our level designer to implement different difficulties and challenges in every level. I also worked alongside with the developer team to troubleshoot and solve the issue revolving around the lighting and the player moth’s wings animation.
Bug zapper lamp 3D model
Enemy hand 3D model
Moving forward, I will finish modelling all the enemies such as the bird and torches so that the developers can prototype various obstacles other than the cuboid pillars in our Moth game. I will also begin to work on the 3D environment e.g. trees, tent so that the developers will be able to bring the game to life.