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Make the King Giggle

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My Role: Narrative Designer

Team Size: 6

Dev. Time: 2 and a half days

Release Status: Released and available on GitHub!

Skills and Software:

Unreal - Used node-based dialogue system in UE5 behavior trees to create a branching narrative.

Twine - Prototyped and playtested branching narrative logic using Twine.

Dialogue - Structured plot, created 4 unique NPCs, and wrote nearly 100 lines of character dialogue.

Narrative Implementation - Managed narrative and puzzle logic in-engine, implemented dialogue text.

Dialogue System Using UE5 Behavior Tree:

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     We used UE5's behavior trees to set up a narrative system that could provide branching dialogue and check for multiple variables based on player interaction with NPCs and the environment. From this system, I was able to create narrative based puzzles which required the player to explore various dialogue options and the environment to unlock new information and items which would allow them to progress.

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KingTwineChart.PNG
GobboTwineChart.PNG

I used Twine to map conversations and make notes to myself of where any items or variables would be required to unlock certain dialogue options. This also allowed me to playtest the narrative to ensure sound story logic and completability.

JanitorChartUnreal.PNG

The Janitor's dialogue tree. A branching conversation where the right choices will give the player new information and an item. However, the Janitor's slow text scrawl makes it impossible to receive that info and item before the timer runs out. Find the remote control to hit fast-forward and speed up his text scrawl.

GobboUnrealChart.PNG

The Goblin's dialogue tree. He's watching TV. If you choose the right dialogue options, maybe you can convince him to borrow the remote control.

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