


A scene near the 'qualat' wall in an Afghan village
An incomplete scene of a Forward Operating Base on a cliffside

Without the technical budget for much surface detail, body language is important to convey character's emotional states.
Three military characters arranged in a scene in Unity
Characters models are flexible with a variety of clothing and gear that can be added or removed for each scene context

Animated character dialogue bubbles were kept on screen to help players keep track of changing character states and information. Scrolling let players review an entire conversation.

At the bottom of the screen is an abstracted "path" of choices and emotional state changes. Each choice can carry emotional weight, changing the color of the path and the outcome.

During conversation, the player character's emotional state changes, blocking some paths and changing the possibility space.

A late experiment in adding more visual clarity to the UX