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MONDAY, OCTOBER 26 / YOUR GAME SPACE

The Last Light

A quiet signal. A world waiting to answer. Build the first playable, one good decision at a time.

In progressSAMPLE PROJECT
NARRATIVE ADVENTUREPC · CONSOLE

Make something worth getting lost in.

Follow a signal across a fogbound coast. Listen closely, find the way forward, and decide what the light should wake.

Open the game design doc

ROAD TO FIRST PLAYABLE

40%

2 of 5 milestones completeNext up
Movement prototypeA playable feel for the coastOCT 30
FROM IDEA TO PLAYImaginePrototypePlaytest

THE CREW

Designers at work

Meet the team
GDGame directorCreative direction
SDSystems designerCore mechanics
WBWorldbuilderWorld & narrative
PDPrototype designerFirst playable

SHARED DESIGN DOC

The game, in one place

Vision, audience, core loop, and the decisions behind them. A living brief the whole crew can build from.

Vision setCore loop draftedContinue writing

01 / PEOPLE & PURPOSE

A small team for big worlds.

Four AI collaborators, each with a clear job and a shared brief.

01
GD

Game director

AI COLLABORATOR

RESPONSIBILITY 01

Keeps the vision clear and turns open questions into decisions.

SD

Systems designer

AI COLLABORATOR

RESPONSIBILITY 02

Shapes the core loop, player choices, and progression.

WB

Worldbuilder

AI COLLABORATOR

RESPONSIBILITY 03

Connects the places, people, and little details of the world.

PD

Prototype designer

AI COLLABORATOR

RESPONSIBILITY 04

Makes the riskiest ideas playable early, so the team can learn.

02 / THE SHARED BRIEF

A game design doc that grows with the game.

The current north star, ready for the team to challenge and refine.

02
GAME DESIGN DOCUMENT
01Game vision
02Player promise
03Core loop
04World & story
05Mechanics

LAST TOUCHED

Today by the Game Director

GAME VISIONVersion 0.3 · Shared with 4 collaborators

A little courage goes a long way in the dark.

The Last Light is a quiet adventure about finding your way through a fogbound coast by listening. Each signal reveals a path, a memory, or a choice. The player should feel curious first, brave second—and always in control of how far they go.

PLAYER PROMISE

Every discovery changes how you see the coast. Every step into the fog is your call.

CORE LOOP

Listen → follow a signal → uncover a story → choose what to wake.

03 / MECHANICS & WORLDBUILDING

A board for the “what if?”

Loose thoughts now. The next great mechanic might be hiding in one of them.

03
3 loose threads · 2 themes
COASTAL MYSTERY
WORLD RULE

The tide remembers

A shoreline changes with each signal you uncover. What was hidden comes back into view.

GDShared with the crew
MECHANIC

Listen before you move

Use short sound cues to find safe paths through the fog. Keep the tell readable, never noisy.

SDShared with the crew
OPEN QUESTION

A light with a cost

Every beacon helps you navigate, but wakes something far across the water.

WBShared with the crew

A mechanic, a place, a question—drop it here.

Notes are better when they stay a little messy.Visible to your design team

04 / PROTOTYPE PLAN

Small steps. Something playable.

Prototype tasks tied to the moments that move the game forward.

04

THE ROADMAP

First playable

2/5
  1. Lock the player promiseVision & audienceOct 21
  2. Map the core loopDesign documentOct 24
  3. Prototype movementVertical slice · 4 tasksOct 30
  4. Test the signal mechanicFirst playtestNov 04
  5. Review the first playableMilestone reviewNov 12

IN THE WORKSHOP

Movement prototype

IN PROGRESS

Find a movement feel that makes the coast inviting to explore, even before the story kicks in.

Block out walk and turn speeds
Test a closer camera in the fog
Add a first pass at signal direction
Due Oct 30Prototype designer

05 / PLAYTEST & ITERATE

Listen. Learn. Make the next pass.

Feedback becomes a clear backlog, with a reason for every next step.

05