Introduction

Within this semester everyone in the class is grouped up and is tasked to design, and create a vertical slice based on our last semesters game design documents (GDDs). We were assigned teams through a form where we selected what role we wanted to do and what GDD we wanted to work on, as such I ended up putting down that I wanted to be a technical developer and didn’t mind what GDD I develop. I was therefore designated the technical developer for ‘Those Left Behind’ which is a UI-based game that combines narrative storytelling with resource management.

My team consists of the technical developer, world designer, environmental artist, character artist, and a narrative designer. We each analysed the GDD to develop a coherent way to transform it into a functioning vertical slice. This project contains two main aspects: the branching narrative scenes where characters directly talk to the player and let them decide on different outcomes, and a resource management system which requires the player to collect various resources within a week to progress.

Looking at this project from a technical perspective, there are many different moving parts, features, and mechanics that need implementation. I identified four systems that require implementation: a resource management system that tracks multiple resources with consumption rates and thresholds; a camp management interface that handles character specialization bonuses; a dialogue system presenting meaningful choices with associated costs; and a game state manager controlling player progression. These systems need to work together to support the game’s emphasis on emotional narrative rather than complex simulation mechanics.

Rather than try and complete a full game, we’re focusing on what we believe to be the most crucial part of the game’s story which demonstrates all aspects within the GDD. After analysing the game pillars which show the human experience through struggling, utilising family dynamics, and storytelling to immerse the player, we decided that taking a segment in the middle of the game just before a major narrative decision would best encapsulate this.

I decided on using Unity engine after evaluating several options. Unity stood out due to their component-based system allowing for modular development, event system handling interactions between gameplay elements, and TextMeshPro providing easy text formatting crucial for a narrative game. Additionally, Unity’s canvas system makes creating a 2D UI-based game much simpler. I noted interface designs from games like Frostpunk and King of Dragon Pass as inspiration for effectively communicating essential information without overwhelming the player.

One of my major personal challenges was learning to code for a UI and narrative-based game, which I had never created before. As I developed beyond basic mechanics, the systems became increasingly complex, with issues such as resource requirements for new sections not functioning properly. These technical challenges required me to constantly adapt my approach and deepen my understanding of Unity’s systems.

Within this portfolio I’ll be organizing it through the progression of my prototypes and milestones that we hit through development. I’ll be showing what I’ve worked on at each stage, from the basic mechanics to the finalised vertical slice, and examining how each technical decision supports the game’s design pillars. I’ll also cover our playtesting process and how we used feedback to improve both technical systems and user experience.

Time management was crucial with so many different mechanics and features to build. Being the only technical developer meant that I had to build the game whilst supporting my group in anyway that was needed, requiring me to adopt multiple teamwork roles beyond technical development.e players experience and create an engaging and cohesive gameplay.