The Design Workshop board
Six review lanes, four passes, and the balance lab
Three takes on battle feel from the board's battle-feel lane: baseline, punchy, cinematic — the kind of side-by-side call the board exists to make.
The review surface the design work on For What Lies Beneath runs through — this board is where the game’s design calls get made. Six lanes — VFX, battle feel, mechanics, playthrough, flow and balance — each with its own candidates, verdicts and notes, plus a work-card queue, a milestone list, and a scene-flow view that diffs the intended screen graph against a trace captured from live play.
Open every lane and tab, play the clips, read a verdict next to the note that produced it and the pass history behind both. The balance lab, off the board’s BALANCE lane button: three tables over a committed sweep of 386,640 scored builds carrying 40 flags, plus the PvP sweep and staged verification results.
Every route that writes is answered with a sentence naming what the live board does with
it, so nothing silently no-ops: verdicts and notes write into the lane’s manifest and wake an
orchestrator agent that dispatches a worker; a re-render request makes a worker render a new
clip in Godot; work-cards, answers, milestones and flow edits are writes into the same JSON
state; balance knobs are read-only until the Python sweep re-runs; the live-reload SSE channel
is stubbed. Clips are sampled, metadata is not — 28 clips ship out of a 763 MB render set,
including all four battle-feel clips, that lane’s entire content; a candidate without its clip
shows a labelled box with verdict, note and history intact. The BALANCE lane’s button routes
straight to its page, and the balance lab is served with a doctype and explicit
<meta charset> prepended, since a plain file inherits no content-type
header.
The service, locking model and delta-notification design behind the board: workshop. Part of a private personal-project repository.