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Update #1 - Early Exploration & Iterations

Game Development and Storytelling Journey

We embarked on a journey to create an immersive game world with dynamic and configurable elements:

Configurable Enemy Framework:

  • Developed a system for configuring enemy attributes.

  • Included models, animations, attack behaviors, chase abilities, and health parameters.

  • Enabled the introduction of new enemies and abilities with ease.

Level Design:

  • Added the chase ability to enemies.

  • Incorporated assets from the Epic Marketplace for testing.

  • Started building the first level based on the Game Design Document (GDD).

Interactive Gameplay:

  • Implemented animated objects with proximity triggers.

  • Gates now open when the player approaches.

  • Introduced a basic player inventory system for item collection.

  • Configured gates to require specific items from the player's inventory.

Mobile Deployment:

  • Progressed towards deploying the game on iOS.

  • Integrated one-touch controls for mobile devices.

  • Addressed shader, texture, and camera adjustments for mobile optimization.

Skeletal Tracking:

  • Implemented skeletal tracking using Unreal Engine demo code.

  • Adapted it for head tracking, enabling perspective-correct gameplay.

  • Faced challenges related to video memory usage.

Web Interface and Story Development:

  • Initiated the prototype with an interface to share work.

  • Addressed bugs and issues with the web client.

  • Improved the user experience and text justification.

  • Developed a system to reconstruct the full story from a given hash and enable sharing via URLs.

Generalization of Systems:

  • Expanded the system with a second story.

  • Enhanced goals by incorporating facts into scene prompts.

  • Introduced mutators for goal completion and dynamic changes in the story.

  • Supported multiple goals at the same Point of Interest (POI).

Story Progression and Tooling:

  • Developed mutator support to modify story elements upon goal completion.

  • Implemented dynamic descriptions for characters, locations, and items.

  • Worked on validation tools and system version display.

  • Addressed bugs related to mutators and POIs.

Unreal Integration:

  • Integrated the StoryEngine with Unreal Engine.

  • Implemented text pop-ups over Unreal scenes.

  • Enabled dialogue triggers via code.

  • Tracked state and player interactions between Unreal and StoryEngine.

  • Incorporated POIs and character actions into the storytelling process.

In-Editor Authoring:

  • Introduced support for in-editor authoring of POI, character, item, and goal details.

  • Enabled the export of story JSON from Unreal to StoryEngine.

Throughout this journey, we've encountered challenges and made continuous improvements to create a seamless and engaging game world.

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