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Realms

Genre: Fantasy / FPS / Arena Shooter​

Team Size: 22 members​

Development Time: 1 Year

Tools: Unity - Content implementation

                Visual Studio - Content Implementation

                Audacity - Record voice lines

                Google Drive - Document Management​​

Responsibilities 

  • Write content including story, lore, dialogue and journal entries

  • Record and implement voice lines with the dialogue system

  • Design gameplay components, player abilities and work on levels

Game Pages:

In-Game Narrative​​

Initial Problem

  • Players were having trouble navigating the world and understanding the controls along with not fully grasping the lore of the game

Solution

  • We provide different components and features to immerse players and guide them with a journal, cutscenes and spoken dialogue

Writing Contributions

Journal Entries

  • Passages of information that reside in the game's compendium going over enemies, controls, objects of interest, characters, lore and much more

Dialogue

  • The main character's mentor serves as a guide to the player to show them how to play and give insight to the world around you

  • The intro and ending cutscenes have narration to set the premise and conclude the story respectively

Gameplay Features

  • ​I assisted the team in designing non-narrative gameplay features including gameplay, level design, combat encounters, and helping revamp entire gameplay systems

Journal Entries In Game

Cutscene and Gameplay Dialogue

Game Documentation​

Initial Problem

  • In the earliest stage of production, scope creep and an insanely big project scope became rampant, eventually overwhelming the team and plumping​ the workload

Solution

  • We scrapped many ideas, held weekly meetings, and I as team lead managed all design documents.

  • This allowed me to coordinate with the code and art teams to ensure easily digestible information, establish faster builds, and tackle player issues that came up during playtesting​​​​

Narrative Design Spreadsheets

Narrative Design Documents

Dialogue System

Initial Problem

  • An earlier version of the story had the main character venture by herself with no one, leading players to have little motivation apart from completing objectives

Solution

  • We changed the story to have her mentor be present and talking to the player and the dialogue system was created.

  • These speeches would provide players hints on gameplay, progress the story, and build the world's lore as you go

Dialogue Block Diagram

Screenshot 2023-07-16 003546.png

Components

  • Dialogue Trigger: The game object in the level that will activate

  • Trigger Area: The collision box that the player will interact with to activate the object

  • Dialogue Block Script: The script that allows me to alter subtitles, audio files, character portraits, timers and the number of blocks that carry these variables

How it Works

  • Place a dialogue block in the level and create a collision box that will activate it once the players walks into it

  • Look for the proper conversation and attach the appropriate audio file

  • Set the subtitles and character portraits for the speakers

  • Set timers to sync dialogue to match the audio

©2025 by The Mind of Jay: The Official Online Portfolio By Joshua Fernandez 

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