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Technical Design

Dialogue Systems

Technical Design

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I worked on creating the Ambient Dialogue and refining the Main Dialogue System.  

 

The purpose of the ambient dialogue was to be able to help sell the fantasy of a bustling city to players, creating various interaction opportunities for players as they explored the city of Heaven's Landing, and overall encouraging player exploration in Ao Shu by further filling up the world with liveliness. 

 

I had looked towards games like the Persona Series as reference for RPG ambient dialogue systems that are scattered throughout a game level, subtly hinting to players of important in-game events or mechanics they could pick up.

Responsibilities​

  • Defined tunable parameters for dialogue system

  • Developed Ambient Dialogue and Refined Dialogue Systems underneath direction of Lead Designer

Ambient Dialogue

Dialogue Chatter

Content Systems Design

World Building + NPC Encounters

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Heaven's Landing - Airship Docks Level Iteration

I had gone in and done NPC passes and set dressing for the Heaven's Landing and Airship Docks areas of Ao Shu to make the areas feel alive.

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With the Airship Docks, I wanted to make it feel like a busy space for dock workers as they prepared for the incoming airships, decorating the area with small storage ships containing the elemental crystals, to the machinery that is powered by them.

Responsibilities​

  • Heaven's Landing

    • NPC Pass

    • Ambient Dialogue Encounters

  • Airship Docks

    • NPC Pass​

    • Set Dressing / World Building

Content Design
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AO SHU SPELLSLINGER

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Ao Shu SpellSlinger is a Top Down Action RPG exploring an Ancient China that is thrust into a magical industrial revolution caused by the discovery of arcane alchemy.

 

When a young inventor inadvertently discovers the power of eternal life in the power of a phoenix, she must defeat foes and protect it against those who seek to use this tool for evil.

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I served as both a Technical Designer and Game Producer on the team mainly focusing on creating design tooling and ensuring production ran smoothly, respectively.

ROLE

Technical Game Designer / Game Producer

DURATION

01/2022-04/2022

TEAM SIZE

TOOLS USED

~30

Unity, C#

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Thanks for checking out my portfolio!

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