Currently Open to Work: Game Programming, Game Design

Booking Dreams

Gameplay Programmer for the team "House of Goose", developing the Unity 6 demo game "Booking Dreams".

DARYATALIA GAMESGAME JAMASSOCIATED GAME PROJECTSUNITY ENGINEGAME DESIGNGAME DEVELOPMENT

7/1/2024

Core Info

Timeline: June 12, 2024 - June 19, 2024

Team: House of Goose: Rebecca Buckle, Delton Hulbert, Anika Verma, Luca Westland, Darya Johnson-Marshall

Platforms: Windows, Mac

Responsibilities: Gameplay Programming, UX Design

Engine and Tools: Unity Engine, Miro, Visual Studio, Google Sheets, GitHub

Notebook System

The Notebook System is an interactive notebook that allows the player to save details they learn about each customer for use in the Itinerary. It can be open in conjunction with the Dialogue System, allowing for players to flip between pages to record trip preferences, interests, and dislikes.

This system allowed me to work closely with the UI/UX system, designing dropdowns and canvases for the player to interact with and providing a low-cost reference point for notes.

What is Booking Dreams?

My Contributions Summary

Booking Dreams is a travel agent simulator inspired by The Stanley Parable and That's Not My Neighbor. The theme of the game follows "Travel" and thematically follows a travel agent as they design travel packages for families and individuals seeking tailored experiences on fixed budgets.

XPlace Page, Github, Itch.io

Itinerary (Computer) System

The Itinerary System is an interactive computer that displays a travel booking plan. Players can choose the destination, season, trip packages and day-to-day activities for the customers to enjoy. Each option has values associated with them that factor into the final trip cost. The final trip cost is weighed against the budget, as well as the selected activities and their alignment to the client's wants to give a trip score.

I built the UI/UX for this system and integrated the cost calculations created by Rebecca Buckle into calculating the selections.

Clients and Location Scriptable Objects

Using Unity's scriptable objects, I created flexible classes allowing for the designers to quickly add new client and location details via the Unity Inspector. These classes can be read by the Game Manager and interpreted by the Dialogue, Notebook, and Itinerary systems.