
ABOUT THE GAME
Jan 2022 - May 2022 | Unity
14 Member Dev Team | Technical Designer
The Dead Sea Scrolls Adventure is a Narrative Adventure game set in the mid-1900s that will have the player step into the shoes of the renowned Explorer, Dr. Jerusalem Jones, and experience the story behind discovering the elusive Dead Sea Scrolls! This idea was brought to us at FIEA by our Subject Matter Expert, Dr. Ken Hanson, the Program Director for UCF Judaic Studies.
The player will move around the game and explore specific areas. Within those areas, they will meet with certain characters that will impart the information they will need to remember. To move around the world, the player will need to play a map minigame. Only when they click on the right area will they be able to travel. Throughout the game, the player will be quizzed on the information they are hearing.



MY WORK
The main goal of this project was to go beyond entertainment. We needed to create a game that would successfully educate students and be a good learning tool for the professor. Of course, our secondary goal was to make the game still enjoyable for the students. As the Tech Designer in this project, I worked closely with artists and programmers. With programming, I assisted with scripting the NPC dialogue by adding audio, camera movement, and bug fixes. On the artist side, I integrated 2D art sprites, ensuring they also work with code.
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Creating a project for educational purposes.
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Making quick revisions so deadlines could be met.
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Creating an NPC dialogue system.
CODE C#
Camera Movement
This script controls how the player will move around the scene. Using their mouse, they will be able to move around their view.
NPC Interaction
In the game, we have the player interact with multiple characters. I created a trigger so that when the player hits the spacebar, it will bring up the dialogue box and begin the sequence. The player can also skip through the dialogue by pressing the space bar again.
Audio Dialogue
Working with the script above, I added audio components and where the audio would play reading from a text file. I added all the audio files and audio components within the inspector and referenced them to the script. I went ahead and did this for dialogue scenes.
The NPC subtitle and audio systems pulled all their info from a text file. The script would take in what is needed to read/ play out in the correct sequence.
Text File