1/29 – The VR experience is already functional; we focus on gathering user feedback for fine-tuning and bug fixing. 1/30 - 2/10 – Implement level-switching shortcuts and fix existing bugs. 2/11 - 2/15 – Conduct the first round of playtesting within the Tisch community. 2/15 - 3/10 – Refine level design, interaction models, and visuals based on feedback. 3/11 - 4/11 – Optimize VR performance for standalone use on Quest and prepare for Steam release. 4/11 - 5/1 – Buffer period for further refinements, bug fixes, and external applications. 5/2 – Showcase at NYU Tisch and connect with film festivals and external opportunities.