You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Do You Copy? Dialog System and Tools in 'Firewatch'
Speaker(s): William Armstrong, Patrick Ewing
Company Name(s): Unity Technologies, Campo Santo
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: How to manage the complexity and data flows of conversations when...Osbourne...? The player can interrupt at any time. William and Patrick will discuss the logic, tools, and workflow behind the dialog system used on 'Firewatch'. From its beginnings as an interrupt heavy bark system, to the long, restarting, conversations they shipped, they will go over what worked and what didn't as they built the system and the game around each other. They will discuss what a data driven system needs to be able to handle as it grows in complexity and scale, and how to keep your tools running well without a team dedicated to them.

GDC 2017

William Armstrong

Unity Technologies

Patrick Ewing

Campo Santo

free content

Programming

Programming