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Project Demo (WIP) -

Exemplar

Skills -

  • Unreal Engine 5 - Blueprint & UMG

  • Narrative Design

  • World Building

  • HUD/Menu Design

  • Player Balancing

Branching Paths

Although this is very early in development, I wanted to showcase this on my Portfolio as it is my most recent undertaking. The game at it's core, is choice driven - Story > Choice Branches > Story > Repeat.

Above is an example of the current Branching structure. Each dot represents a story beat, stretching across a few pages. All choices will give an indication of the statistics a player may get, before making the decision. Making choices more meaningful to the player, rather than 'Good/Bad/Neutral'. Each branch returns to a main story point, creating a chain link system; allowing for easier management. 

Depending on player choice, the outcome of their adventure will be different each time they play through. Allowing for different 'Builds' or just allowing them to experience the story to the full.

Locked Choices

Blocking Certain outcomes via lack of stats. Letting the player know what stats they need, via a Tool-Tip. 

Key Words

Certain points of dialogue a player may not understand, will be highlighted, letting them know some new information is available for terms or people they haven't met yet. All Accessible in the 'Info' tab

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Additionally, Dialogue that appears based on previous actions is also highlighted, letting the player know how they have earned that dialogue; and a reward for specific statistics.

Make friends

Players will be able to choose which character they want to befriend during their progression.

Statistics

Showing and updating player stats through save functions after each choice. Do they want to focus on Toughness? Belief? Skill? Each one allowing for different choices and dialogue. Using the stats screen to show stats at a glance, including a working Spider Graph!

Extra Menus

These extra menus include a Timeline, to give a brief and palatable history of the world the player is exploring. As well as a settings page, allowing the player to change audio levels, or remove any possible motion sickness via the background Parallax effect.

A small footnote, AI Imagery has been used as placeholder only and WILL NOT be the final product.

As I develop this game further, I
 will continue adding more to this page, to show its progression!

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