This was a project that I worked on from 2014-2016, primarily with August Early and a small rotating team of artists. The plan was to release a commercial game, but due to the collapse of OUYA and other promised funding sources, we were forced to cancel the project.
Here I have recorded a collection of artwork, assets, and a brief postmortem of some of the completed systems I built.
The project centered around characters who served in the US Army in Afghanistan, as well as intelligence officers who lived in and around Washington, DC.
We always wanted to use highly stylized, colorful characters and environments, but the ultimate look of the project is defined by the limited technical budget of the OUYA console.
During the course of the project, the environments became more stylized and integrated into graphic and UI elements.
Settings for the story included rural Afghanistan, CIA headquarters, and some areas of New York City.
For this game I built a bespoke dialogue system and a visual scripting backend for Unity. This system was unique because dialogue trees were only partially driven by players choosing between different dialogue choices. Every scene actor carried an internal model of their emotional state, and the meaning of dialogue choices changed based on the emotions of the speaking character.
By the end of the project, several in-progress chapters demonstrated that that the system had interesting utility to make thoughtful open-ended puzzles and character interactions. Unfortunately there was not an opportunity to expand and refine these ideas.