Ordinary Girl Meghan / Magical Girl Ava
Two Pillars
June ended with a city that builds itself. July stopped building the world and started building the game.
The month got a name — CoreX-M1 — borrowed from the EA design flow: prove out the X. Before you make content, you de-risk the core technologies a viable game needs, using placeholders instead of art. Not "make the first level." Make the machinery the first level will one day sit on, and prove it works.
Two pillars. One you can see: the front end — the thing that happens between double-clicking the icon and standing in the world. One you can't: the pipeline that turns a source tree into something a player can install. July drove hard at both, and the honest way to tell the month is as two parallel stories.
By the end of it, MGA boots from a desktop shortcut, shows a splash, asks your age, tells you what you're about to see, opens a main menu, lets you set your resolution and your volume levels and your key bindings and your