Unity / Fungus Plug-In || C# || 2019 (Mar-May) || Collaboration
Character-driven narrative and multi-layered systems design meet in an iconic 1960s setting.
Dynamic setting featuring interactable NPCs and environment, and multiple work tasks.
One goal that can be achieved in several ways over the course of three in-game days and nights.
Multiple game phases allowing for different, specific actions.
NPC schedules and conversations that change daily.
NPC trust and gifting system.
- - Click HERE to view the Game Design Document (PDF) - -
Building a highly interactive world to engage and surprise the player (locked objects, paintings, broken machines, coffee/water dispensers, containers, etc.)
Layering systems and mechanics to allow for complexity, without being obtuse or too complex for the game's scale
Structuring the game logic and narrative around one single goal that can be achieved in multiple ways (multiple scenarios and interactions)
Creating dynamic NPCs interactions with NPC schedules, trust systems, and context-driven dialogue (changing depending on day, trust level)
Conveying the setting's strong visual and narrative identity (1960s' Madison Avenue, office environment)
Creating compelling NPCs: use of humorous dialogue to communicate personality traits and help players navigate work relationships
Communicating the story and context through simple cinematics
Ensuring visual and tonal consistency between game elements (character/world art, text, actions)
Creating basic AI (schedule, movement, reaction to player inventory) and context-based dialogue
Designing a trust level system based on dialogue and NPC gifts
Collaborating on winning and losing scenarios, ensuring they support the overall themes and narrative needs