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601 Street

Every decision counts...

Tools

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My Role in the Project: From Code to Playable Experience

In this project, my main role was to be in charge of the entire programming, as well as implementing all the art props created by my colleagues. I also designed and prototyped most of the game's mechanics.

Key systems developed

Custom node-based graphics editor

(Game Flow)

I developed a custom node-based graphics editor to manage the game flow visually and effectively. Each node represents a game state where you can configure a specific mission, as well as determine which objects you want to be enabled or disabled when that state is active. It is a simple but useful feature that has allowed me to locate bugs or errors in the game loop and adjust the game based on these errors.

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System based on scriptable objects for storing conversations/dialogues

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Textual markup system with custom tag transpiler to TextMeshPro Rich Text and progressive rendering pipeline.

A dynamic way to create an immersive dialogue system

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Dialogue system with ScriptableObjects, state management, dice roll integration, and animated user interface piping

I developed a custom node-based graphics editor to manage the game flow visually and effectively. Each node represents a game state where you can configure a specific mission, as well as determine which objects you want to be enabled or disabled when that state is active. It is a simple but useful feature that has allowed me to locate bugs or errors in the game loop and adjust the game based on these errors.

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Additional features of the dialogue system

Animation Rigging and Contextual Camera

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Animation Rigging (Multi-Constraints)

& Contextural Camera

When interacting with the NPC, a camera will be activated that transports the player to a more immersive plane. In addition, the NPC has a Multi-Constraint component, which allows it to turn its neck and look directly at the player, thus creating a considerably immersive dialogue.

Modular inventory system based on ScriptableObjects with categorised UI, adaptive multi-scroll navigation, and prefab interaction pipeline

I developed an inventory system with ScriptableObjects that categorizes items into Notes and Objects, implementing adaptive navigation with independent scrolling for gamepad and keyboard. The system includes an interaction pipeline where each item can dynamically instantiate prefabs with configurable UnityEvent events, automatically blocking player controls during interactions. I integrated a priority manager that prevents interface conflicts, automatic popups for visual feedback, and dynamic monitoring that reconfigures navigation when adding items. It works as a Singleton for persistence between scenes and global access from any point in the game.

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Dice System

A system implemented with the dialogue system, which allows you to return different conversations/dialogues based on the result. Additionally, the result, depending on the previous option you chose, increases or decreases specific statistics that shape the protagonist's personality.

Gameplay Design

The gameplay design focused on creating mechanics that complemented the narrative, that is, simple interactions that served to explore the environment and ensure that the player had minimal interactions other than conversations. 

To achieve this, different mechanics were created that rewarded player exploration and provided more context to the story through notes and elements that gave depth to the narrative.

Another very important element is the introduction of bonuses, which the player can use during dice rolls. This provides great motivation for the player, since the bonuses, being freely usable, can be used at crucial moments to help the player successfully navigate a risky decision.

Notes

They contain story information and help the player understand the story through side stories that also provide insight into the world in which the story takes place. This creates greater immersion and motivates the player to explore the environment.

Safe

They contain different objects, always important, among which are information notes or bonuses for the die.

Dice Bonus

The player can collect bonuses, which they can then use before rolling the die. These bonuses increase the value of the die on which they were rolled, allowing the player to choose a wild card if they think the chosen option will be too difficult.

Interaction with Action Indicator

Interactions have a prompt that indicates the action the player is going to perform, providing more context and making it easier for the player to understand the action to be performed.

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Hugo Rufete - Game Designer

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