Project Summary:
- Development Dates: October 2024 to December 2024
- Engine: Unity 2D
- Role: Team Lead, Writer, Programmer
- Genre: Visual Novel / Experimental
- Software(s) Used: GitHub, Figma, Twine, Inky, Trello
- Team Size: 4 Students (2 main contributors)
When Abby, asks the player a question, they have 2-4 options on how to answer.
When Abby, asks the player a question, they have 2-4 options on how to answer.
The answers differ vastly in both tone and contents. Some are nice, some not so much.
The answers differ vastly in both tone and contents. Some are nice, some not so much.
If the player isn't able to convince Abby to agree with them, the conversation ends and they must start over.
If the player isn't able to convince Abby to agree with them, the conversation ends and they must start over.
Convincing Abby to agree with you is the game's only win condition, and thus ends the demo.
Convincing Abby to agree with you is the game's only win condition, and thus ends the demo.
My Role: Team Lead, Writer, Programmer
As our team's lead, I pitched the idea using Figma to create an informative digital prototype. Then, during production, I iterated on the game's dialogue, first drafting a dialogue tree using Twine and then implementing it in-engine using Inky and C# scripts. I was also responsible for various programming tasks such as implementing necessary UI, adding scene connections and fixing formatting errors and bugs.
The game's first prototype was built in Twine, allowing myself and other designers to play through the conversation without worrying about UI or art.
The game's first prototype was built in Twine, allowing myself and other designers to play through the conversation without worrying about UI or art.
I decided to use Inky as a tool for dialogue implementation in Unity, as it allows for modular design and scalability.
I decided to use Inky as a tool for dialogue implementation in Unity, as it allows for modular design and scalability.
My work in Unity was mostly centered around UI design (making sure buttons are clear and functional, canvas formatting, etc.)
My work in Unity was mostly centered around UI design (making sure buttons are clear and functional, canvas formatting, etc.)
After playtests, we had participants fill out a survey about their experience. This process informed many of our later design decisions.
After playtests, we had participants fill out a survey about their experience. This process informed many of our later design decisions.

I created this digital prototype to pitch the game idea during GAME 3300, Game Interface Design, at Northeastern.

Contributions:
- Created the original game idea and pitched it during an in-class presentation, showing prototyped mechanics.
- Led team during development in both writing and programming, making most design choices.
- Created walkthrough videos and final presentation to show results.
- Conducted three formal playtests, using observational and surveying methods.
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