As the Narrative Designer:
I came up with the story, and the title of the game, and I made sure that every design decision went with the Narrative vision of Christmas and Krampus trying to take it. I wrote the Dialogue the nonplayer characters say and the responses the player has. I wrote the dialogue for one of the team members to say as Krampus during the boss battle. I made sure the music matched and when I made the music pitch to our Music Producer I wanted to make sure he understood the story and the ambiance of feeling we wanted. I helped design Santa's Village and gave the documentation to the Level Designer for her to finish it. I would check everything and the team came to me often to see if something would go with the narrative or not. I also created the Game Trailer dialogue/script.
As the Systems Designer:
I built the Save Game System to save the player's spot and collectibles upon death after we had playtesters say they wanted a save game. I started by looking up tutorials and then I took the parts I liked and meshed them together. I worked on getting the save game functional and learned it would have been better to implement it at the beginning instead of the end of the game. I enjoyed making it and seeing it work as I was able to create the UI for it and each step to save the game.
I created the parent enemy AI blueprints using behavior trees and AI controllers. I made the enemy go on a sort of patrol going to random places in a specific size radius. The enemy would be able to utilize its sight and sound to find and begin chasing the player. After the parent enemy AI I made a child
blueprint and added functionality to it to make it shoot and chase the player. So the shooter enemy AI will not shoot and continue to patrol but when they hear or see the player they will begin to chase the player and shoot at the player. When the enemy is shot and loses all its health it dies. When the enemy
loses the player it stops shooting and goes back to patrolling in that area.
I built the dialogue system from what I had learned from creating the AI in the enemies. I wanted the dialogue system to be similar to what I had seen in Elder Scrolls Online, Dragon Age, and Spyro the Dragon. I wanted it to help tell a story while also letting the player have some kind of choice in how they
respond. I created the User Interface for the Dialogue system and the many responses the player can choose. I used Behavior Trees and AI controllers for this system as well.