Branching narratives via a visual quest editor for Unity
Writer and lead quest designer at MuHa Games since 2014. My last project was Thea: The Awakening and we’re now working on the sequel. Before joining MuHa, I was a PhD researcher in fantasy literature at Brookes University. I’ve also had the pleasure of working with the Monte Cook editorial board over the last few years.
Approaching the quest design process for a hybrid genre game requires covering a wide scale of player/genre expectations. The presentation will focus on the use of a visual event editor tool for Unity, that allows for complex quest structure, while keeping it simple, or user friendly. I will discuss the use of scripting, tagging and branching narration to achieve a diverse set of events and quests that are repayable and able to incorporate a wide range of prerequisites and play styles.