Mikey of Legend

Starting Production on Students Against Spooky Stuff

June 2026 12 min read
Students Against Spooky Stuff logo

Students Against Spooky Stuff just moved from prototype to production, and I want to be honest about how big that jump feels, especially doing it solo. It's a different kind of pressure than anything I've felt on this project so far, and I think it's worth writing down while it's still fresh instead of smoothing it over after the fact.

From one chapter to a real plan

Slushie Specter of Stop N Sip started as a place to learn and make mistakes. It's done that job, and I mean that as a genuine compliment to a level I've rebuilt more times than I can count. The tone is locked, the writing process from March is working the way I hoped it would, and the feedback from the student playtest in May told me exactly which parts of the chapter were actually working versus which parts I just liked because I'd spent so long on them. Those are not the same thing, and I needed outside eyes to see the difference clearly.

So that's the plan now. Slushie Specter is being finished properly instead of endlessly iterated on, and three more chapters are moving from outline to build. That's the actual definition of production for me right now, in plain terms: fewer open questions, more finishing. Prototyping lets you keep every door open forever. Production means closing most of them on purpose.

What's different day to day

Prototyping was mostly "does this idea work." Production is "does this idea ship." That's a small sentence for a pretty big shift in how every day actually goes. I'm building milestones now, a rough order for the chapters, actual scope decisions instead of following whatever felt interesting that week. Some days that means saying no to a genuinely good idea because it doesn't fit the shape of the chapter I've already committed to. Less romantic, more necessary, and I'm still getting used to it.

Still just me at the keyboard, but a more organized version of me than the one who started this in January. The documentation habit from working with the interns in May didn't go away just because they did. I'm still writing things down for an audience of one, style notes, scope decisions, the reasoning behind choices I might otherwise forget in three weeks, and it's still helping, maybe more now than it did in May, because production has a lot more moving pieces to keep straight than a single prototype chapter ever did.

Setting real milestones

I sat down and actually mapped out what "done" looks like for each of the four chapters currently in motion, which is something I'd been avoiding without fully admitting I was avoiding it. Prototyping doesn't require you to define done. Production does. I gave myself rough dates, built in slack for the parts I know I'm slow at, which is mostly anything involving lighting, and told myself I'd revisit the plan monthly instead of daily, because checking in on a plan every day just turns into anxiety with extra steps.

It's the first time this project has had anything resembling a schedule, and I'll admit it made the whole thing feel more real and more intimidating in the same breath. A prototype can fail quietly. A production plan fails loudly, in a spreadsheet, where you can see exactly which week it happened.

Where I'm feeling it

I'm also feeling the first real growing pains on the tech side. Some of the workflow choices that were fine for one person learning Unreal a few months ago are already getting in the way now that the scope has grown to four chapters instead of one. Things that used to take an afternoon to set up correctly now take a day, not because they got harder, but because I'm repeating the same setup work chapter after chapter without a system for it. Nothing broken yet, but I can feel where it's heading, the way you can feel a small crack in a windshield before it actually spreads.

I don't have a clean answer for that yet. I have a growing list of workflow problems and a suspicion that the fix isn't going to be a small tweak, it's going to be something more foundational. I'm sitting with that discomfort for now rather than rushing a decision, but I don't expect to be sitting with it for long.

Still spooky

The game is still the same weird, funny, small-scale supernatural project it was in January. It just has a shape now, real milestones, four chapters instead of one, and a version of me that's slightly less likely to burn out getting there than the version who started this back in February's rough patch.

- Mikey