# Weekly Studio Production Meeting **Studio:** Lantern Fox Games **Date:** July 30, 2026 **Time:** 10:00–11:05 a.m. ET **Location:** Discord — Production Room ## Attendees - Maya Chen — Creative Director - Owen Brooks — Lead Programmer - Priya Nair — Art Director - Luis Romero — Game Designer - Hannah Park — Producer - Theo Martin — Audio Designer - Sam Okafor — Community and Marketing **Absent:** Jules Bernard — QA Lead (playtest build validation) ## Agenda 1. Milestone progress and current blockers 2. Combat tutorial feedback 3. Environment art scope 4. Steam demo and festival timeline 5. Audio implementation 6. Community playtest planning ## Discussion Notes ### Milestone Progress - The team remains on track for the August 14 internal vertical-slice deadline, but the schedule has little contingency. - Save/load refactor is complete and awaiting regression testing. - Controller remapping is behind schedule due to conflicts with the new input buffering system. - The Harbor district is playable from start to finish, though several interiors still use blockout assets. - Jules reported three high-priority issues before the meeting: - Rare soft lock after losing the lighthouse boss fight - Player inventory occasionally duplicating after loading an autosave - Missing collision near the Harbor elevator ### Combat Tutorial - Recent testers understood basic attacks but frequently missed the stamina-break mechanic. - The current tutorial text appears during combat and is often ignored. - Luis proposed introducing stamina break through a short, low-pressure encounter before the first elite enemy. - Priya noted that another bespoke tutorial room would add environment-art work. - The team agreed to reuse the fish market alley and gate progression with an armored enemy. ### Environment Art Scope - The original plan includes five accessible shop interiors in the Harbor district. - Only the apothecary and pawn shop are relevant to quests. - Completing all five interiors would likely require four additional art days plus lighting and collision passes. - Background NPC variety is also below target, but recolors and accessory swaps can cover the demo. ### Steam Demo and Festival Timeline - The target demo length is 35–45 minutes. - A public demo candidate should be ready by September 4 to allow two weeks for QA and platform checks. - The demo will end after the lighthouse boss and include a short teaser for the next district. - Sam needs final key art and approved gameplay footage before preparing the Steam event page. - The team discussed announcing the demo date only after the first external playtest. ### Audio - Exploration music transitions are working in the Harbor district. - Combat-to-exploration transitions still cut abruptly when enemies lose aggro. - Theo requested an exposed cooldown value so audio can delay the transition without requiring a new music state. - Several market props still lack interaction sounds; these are considered polish rather than milestone blockers. ### Community Playtest - The first closed playtest will include 25–30 players from the mailing list and Discord. - Testers will receive a feedback form covering onboarding, combat clarity, performance, and overall playtime. - Crash logs and anonymized hardware specifications will be collected with explicit consent. - Proposed session window: August 22–24. ## Decisions - Keep the August 14 vertical-slice deadline. - Replace the combat tutorial pop-up with a staged armored-enemy encounter in the existing fish market alley. - Limit accessible Harbor shop interiors to the apothecary and pawn shop for the demo. - Treat additional NPC variants and prop interaction sounds as polish tasks. - End the public demo immediately after the lighthouse boss. - Target September 4 for the public demo candidate. - Do not announce the public demo date until closed-playtest results have been reviewed. - Schedule the closed community playtest for August 22–24, pending build stability. ## Action Items | Owner | Action | Due | |---|---|---| | Owen | Fix the lighthouse boss soft lock and inventory duplication bug | August 4 | | Owen | Expose the combat music cooldown value to the audio system | August 5 | | Jules | Run save/load regression testing and verify the Harbor elevator collision fix | August 6 | | Luis | Revise the fish market encounter and remove the existing stamina tutorial pop-up | August 3 | | Priya | Finalize the apothecary and pawn shop asset lists; move other interiors out of demo scope | August 1 | | Priya | Deliver a key-art composition draft for review | August 7 | | Theo | Tune combat-to-exploration transitions after the cooldown value is available | August 8 | | Sam | Draft the closed-playtest invitation and consent language | August 7 | | Sam | Prepare the playtest feedback form | August 10 | | Hannah | Update the production schedule and milestone scope | August 1 | | Hannah | Confirm August 22–24 playtest staffing and support coverage | August 8 | | Maya | Review key-art draft and approve gameplay capture locations | August 10 | ## Risks and Blockers - Controller remapping may slip beyond the vertical slice if input-system conflicts continue. - The lighthouse boss soft lock must be resolved before external testing. - The demo schedule has limited buffer for certification-like platform checks and regression testing. - Marketing asset preparation depends on final Harbor lighting and stable capture performance. ## Next Meeting **Date:** August 6, 2026 **Focus:** Vertical-slice bug status, tutorial encounter review, and playtest readiness.