Scripting & Integration
After our lead designers completed the block out and the direction of a space, I was in charge of adding the scripting glue for progression and narrative storytelling.
This included:
NPCs & Dialogue: scripting when the characters would activate/deactivate, setting up dialogue, writing temporary dialogue
Cameras & Cutscenes: timing and activating camera movements to reveal progression, setting up level sequences
Progression: adjusting global variables that impact other areas, triggering objectives and pop ups
Puzzles & Combat Encounters: bugfixing and polishing combats and puzzles, changing the state of actors after the completion of puzzles
Deadzone Elements: setting up and bugfixing the restoration of the Deadzone areas (visuals, SFX, foliage, music)
Collectibles: placing and scripting collectibles to be active after a space has been cleared
Adjusting Blueprints: as needed for implementation and communicating with engineers to get the desired outcome
Save/Load: scripting progression so that the state of the game would work if the player reset at different
Setting up these areas required back and forth communication between the animation department, art director, engineers, and other designers. In many circumstances, the tools and assets we would use would require further iteration, which I would discover during my implementation, and then communicate that to the other departments. Occasionally I would enter the Unreal Blueprint to look up implementation specifications, or adjust variables for my needs.
Deadzone Area Scripting Example
A big part of our game focuses on clearing Deadzone Hearts to restore the area. Most of my work went into making sure each of these encounters flowed smoothly, from the start of the combat, to the unlocking of the Heart, to the cleared and restoration of the area after the fact. All Level Sequences and cameras were set up by me, as well as collectibles and save passes done.
Collaborated with lead designer Jessica Kernan to place and document every collectible in the game.
Collectibles were a huge task that included dozens of individual blueprints and actors. We made sure to document each one, what state each was in development, and channel them to the proper coworkers (engineers, art team, direction). I created a scripted spreadsheet to count all the Rot Bond and Gem Currencies, as each asset would grant one of 4 different amounts. All currencies were totaled up per world and level to maintain quality throughout the game.
Pivot Tables and spreadsheets created for balancing collectibles.