
Void
Genre: Mystery / Deduction
Team Size: 26 members
Development Time: 1 Year
Tools: Unity - Content implementation
Google Drive - Document Management
Responsibilities
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Refine narrative gameplay systems for inventory and speech interactions
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Write item descriptions and modular dialogue segments
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Iterate on game tutorial and coordinate with the code team
Game Download:
Designing Systems
Initial Problem
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The team in pre production was having trouble drafting systems to encourage detective work and get players to investigate the level
Solution
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The team and I settled on a clue system connecting objects to multiple suspects.
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I followed up by proposing a dialogue system that would also serve as a source of clues, leading to the alibi system. It was fleshed out to unlock more dialogue and beef the clue system
Alibi System - Conversation to Journal

Clue System - Collection to Journal

Alibi System
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It was reworked from keeping entire conversation logs to noting key phrases characters said, streamlining information and decluttering the testimony data.
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The concept of a dialogue system allows players to keep track of what team members say during conversations, adding more depth to detective work and unlocking more content
Clue System
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Player feedback influenced the rework by lengthening and enriching player sessions with extra content and drawing players in to explore more
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These clues elevated the alibi system by prompting extra dialogue options, enforcing a risk/reward system that can affect investigations and crew loyalty
Game Documentation:
Initial Problem
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The game was planned to randomize clues, dialogue and suspects for each playthrough, meaning everything needed to be modular and fit every scenario
Solution
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The design team and I coordinated closely with the programmers by creating flowcharts and asset spreadsheets to ensure content was working as intended
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I worked on dialogue and clue descriptions while polishing them to work in any branching path
Narrative Design Documents



