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My Work on Dragon Mind

I Worked on Dragon Mind very early in its development (It wasn't even called Dragon Mind yet) as a technical designer (though to tell the truth I mostly just did development). 

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My primary contribution and my area of responsibility on Dragon Mind, was a complete overhaul of the the way that NPCs and dialogue functioned in the game, both in the back end and front ends. 

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Previously, dialogue was stored simply as text variables in a massive story script that managed all dialogue in the game. This made alterations to the dialogue inconvenient at best (in the case of just rewriting a single line) and potentially catastrophic at worst since whole sections of code had to be rewritten to accommodate it. 

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I implemented a Unity plug-in called Ink. Ink is a narrative scripting system designed for games which allows dialogue trees to be written just as plain text. This was incredibly useful but required a lot of work on the back end to integrate it into the game. Specifically, I remember that making the different conversations (being stored as JSON files) actually be able to reference decisions made in one another required a lot of work since Ink isn't designed to handle that natively but different conversations being stored in different files was part of the design brief I was given for the new dialogue system. 

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Having implemented this Dialogue System was also the experience that allowed me to get the job working on Vextorial's dialogue system though the two didn't end up being very similar. 

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In addition to the dialogue system I also did some general bug fixing and offered design suggestions in team meetings with the project leads. 

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