UAT
After putting together a playable build, I sent it to my teacher for a quick UAT (User Acceptance Test). I wanted to get an outside perspective before moving further — and, as expected, I got a bunch of really helpful feedback.
1. The Main Scene Looked… Too Cyberpunk?
The first piece of feedback kind of caught me off guard — apparently, my main scene background looked too cyberpunk.
It had dark neon colors and heavy lighting, which gave it more of a futuristic vibe. That wasn’t really what I intended — I was going for something more historical or immersive-fantasy.
To fix this, I swapped out the background image with something warmer and less stylized, something that hinted more at a mystical, historical world. I also toned down some of the lighting and post-processing effects.
2. Character Designs Got a Makeover
Another comment was about the character designs. Some of the NPCs didn’t quite match the tone or art style — they felt a bit flat or too serious.
My teacher actually helped by sketching out a few cuter redesigns. I really liked them, so I updated a few of the characters to match that new style — simpler shapes, more expressive faces, slightly cartoonish proportions. They feel much more approachable now and fit better with the tone of the project.
3. UI Scaling Was All Off
One of the bigger functional issues was the UI canvas scaling.
When the resolution changed or the window was resized, all of the UI elements stayed tiny in the corner. I hadn’t set the Canvas Scaler to adjust properly, so none of the menus, buttons, or dialogue boxes scaled with the screen.
This was an easy fix once I knew what to look for — I just had to set the Canvas Scaler to “Scale With Screen Size” and choose a proper reference resolution. Now everything looks consistent whether you’re playing fullscreen or in a small window.
4. Lighting Fixes for Some Scenes
Lastly, there were a few scenes that still looked kind of flat or unfinished. The environments were there, but they felt dull and lifeless.
The fix? More lighting.
I went back and added some point lights, baked in better shadows, and tweaked a few global illumination settings. It didn’t need to be dramatic — just a few small adjustments to give the scene some depth and atmosphere.
Takeaway: UAT is humbling, but super helpful. I think after staring at the same project for so long, it’s easy to stop noticing these issues. Having a fresh pair of eyes — especially someone with design experience — really helped me clean things up.
Still lots to improve, but everything’s feeling more polished step by step.


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