AURORA

Players follow three teenagers in the small town of Aurora, Oregon. The three of them begin to experience hallucinations that depicts what they fear the most deep down. The three characters vow to figure out what's going on, and to uncover the secrets of the town they inhabit.

AuroraScreenshot1.PNG
 

TIME OF DEVELOPMENT

September - December 2019

PLATFORMS

PC

ROLE

Writer, Artist

 

Players will control the dialogue of all three characters, dictating how they talk and interact with each other. These choices will effect future dialogue sequences, as well as the ending of the overall game. The hallucination sequences are also playable, and will have players try to go through them without becoming engulfed in them.

 

MY ROLE

I worked with a friend on this project, so we split the work based on our strengths. For me, I wanted to focus on the story, the writing, and the characters. I also worked on the art for the game, since neither of us are artists. Seeing as the game focuses on branching dialogue, I was in charge of creating the branching conversations for all three characters.

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MY PROCESS

I started by outlining the main story, so that I knew where to take the characters and the dialogue. I then took a section of the game to write, seeing as we didn't have enough time to portray the full story. After conversing with my teammate on some of the story, I began to write the branching dialogue using a flow chart. Because we were using a plug in for Unity that created branching dialogue in a similar manner, it was pretty easy for my partner to translate the tree into the game. I also provided a script that contained the full dialogue that would be seen in game, rather than the simplified version in the tree.

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TEAM

WYATT AMEDEN

Writer, Artist

CAMERON MURPHY

Programmer, Designer