After the first prototype, we decided to move the game back to Unreal Engine. It wasn’t just about switching tools; it was about setting a foundation that could scale as the game developed.
This meant restructuring everything—rebuilding core systems, setting up a new environment file structure, and reworking textures to match the evolving art direction. James took this opportunity to refine the environmental look, adjusting materials and lighting based on the updated pitch deck and level design document. With a clearer sense of direction, we established the first environment and mechanic baseline—the version of the game we could confidently build on.