[ FIELD NOTES / LOG 001—ONGOING ]
THE DEVLOG
Dispatches from inside the studio: work in progress, design decisions, hard lessons, and the occasional light through the fog.
GHFIRST LIGHT
Welcome to Grim Harbor
A first look at the studio, the work on our docks, and why a small crew can still set out to make ambitious things.
Read dispatch ↗ALL DISPATCHES
04 ENTRIESWelcome to Grim Harbor
A first look at the studio, the work on our docks, and why a small crew can still set out to make ambitious things.
4 min read↗
02Preparing Vigil’s Scar for graybox
How lore, scale, lane readability, and landmark silhouettes are shaping our first full-size playable battlefield.
6 min read↗
03From a sketch to a game-ready asset
The practical art pipeline we’re developing across concept generation, Meshy, Blender, and Godot.
7 min read↗
04Twenty-five small steps into farm life
Designing a friendly opening that teaches movement, planting, harvesting, coins, and discovery through short goals.
5 min read↗
END OF CURRENT LOG
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