Briscoe's gotten the AI stuff, especially the enemy detection code, into shape far ahead of schedule, and now we've all got to test it to hell. Sneaking around and avoiding detection are key elements of the game, so we need to make sure his algorithms are sound.
The artists have been re-structuring the textures for our new texture regime, wherein we can use any number of texture or texture groups we want. Before, you could only use one texture "family" at once, so if you were making catacombs, you had to make sure all the textures you wanted were in that "family". Now we can cross-match as we see fit; this means the levels will look a lot more realistic look than they already do, since we're not tied into artificial groupings. Objects are also popping into the game -- full bipeds real soon.
On the design end, we're busy going over the levels, making sure they flow together right and have the right amount of "coolness". We're also checking for the right "ramping up" of game events -- don't want to top-load all the good stuff and have the rest be dull. We also want to make sure we're teaching all the skills at the right rate, so that you don't have to keep looking at the manual during your first hour of play.
Robb's been taking our pictures for promotional material. This involves going to our A/V studio, turning off all the lights, and sitting right over a spotlight pointed at your chin. Don't look down -- damn, you're blind for minutes!