Our demo features a variety of "fetch quests" (pun intended) that the player must complete. Each quest is driven by a state machine that tracks task completion and triggers events when changes occur. I was responsible for scripting each quest in the level with this framework, and building the sequences and widgets used during events and dialogue.
Programmers frequently introduced new mechanics for our player character, such as our “barkour” system, and I was often asked to adjust my level design to implement these additional features. To account for this iterative production style, I utilized modular scripts that could be easily changed or removed without impacting adjacent systems.
Throughout development, I tested new features and applied my knowledge of our game systems to fix issues I came across when possible. Bugfixes that fell outside my skillset were promptly documented and reported to our main programmers at subsequent team meetings.