Technical Decision Making
As the Technical Designer (TD) of the team, I am mainly responsible for technical implementation and system development. Therefore, at the beginning of the project, I evaluated several game engines based on my prior experience, learning cost, and project requirements.
The following engines were considered during the evaluation:
Our team decided to use Unity 6 as the main game engine for developing The Verdant Trail (TVT). To ensure compatibility across all team members’ machines, we agreed to use the same Unity version: v6000.3.7f1.
After confirming the Unity version, I created the project’s GitHub repository to manage source code, track version changes, and synchronize development progress among team members, enabling collaborative development.
Repository: Project_VERDANT
Development Tools
During development, I used several tools to support different aspects of the project.
- Unity
Unity is the primary game engine used in this project. I used Unity to implement gameplay systems and build the playable prototype, including player movement, interaction systems, and UI features. - Figma
Figma was used to design UI layouts and interaction flows. Before implementing the UI in Unity, I first designed the interface structure and interaction logic in Figma. - GitHub
GitHub was used for version control and collaborative development. I used it to manage code versions, track changes, and synchronize development progress with team members. - Ink Narrative Plugin
The Ink plugin was integrated into Unity to support the dialogue system and branching narrative structure. Dialogue scripts are written in Ink and then parsed in Unity through JSON files. - Blender
Although I am not responsible for environment modelling, I used Blender to assist the technical artist in solving issues related to exporting models and importing them into Unity. - ChatGPT
During development, I used ChatGPT as a debugging assistant. When encountering issues in Unity, I used it to analyse possible causes and help locate solutions.
Example question:
Why FBX models exported from Blender sometimes fail to display material textures correctly in Unity.