In conclusion
What went well?
Most of the core objects are finished (modeled, retopologized and textured) which includes the cauldron machine and ingredients. We built a scene in Unity engine and were able to create a small demo for the EGX submission. With the help of game designers we implemented Starter Pack recipes for specific potions. Overall, the collaboration with game designers was very successful.
What did not went so well?
Unfortunately, we weren't able to finish the Unity scene - the lighting and proper setting. The code wasn't ready so ALKEMIX had some game-breaking bugs. We didn't finish all the decorations so the scene felt a bit empty. Due to the lack of time, we didn't implement all of the mechanisms we wanted to (such as crystal-crushing machine or the ingredient shopping system).
Surprises?
A lot of crashes, corrupted files, problems with the scale of imported objects, bugs... While I felt very stressed about this, I think this is a realistic example of working in game development industry, so it was a useful experience and I kept moving on despite all the adversities that occur to me.














