GUIDING LIGHT: DIALOGUE SYSTEM
REEL BREAKDOWN
Proximity Audio
To ensure players with low-vision could navigate our top-down design, my team needed to create a system where players could:
Tell they are colliding with walls
Understand where they are based on landmarks
We opted to use different trigger box interactions to create this blind-accessible experience.
My Contribution:
I set up the custom object channels and blueprints that play certain sound effects when specific trigger boxes overlap
I refactored the first draft of Unreal Blueprints for wall collision detection
I replaced the sound clips for the collision triggers based on feedback from our primary blind tester
Demo Reel
Compass
A compass feature was a priority request from our blind-accessibility tester for a top-down-styled game. We needed to ensure that every player felt they were aware of where they generally were on each map, including which general directions they'd headed.
My Solution:
An octagon model made of 8 slices and a center piece grouped together
Each piece was assigned a trigger box with a TTS sound clip of each compass direction; the center piece’s sound clip played “Player Start”
These pieces could be scaled differently to uniquely cover each level
We were able to avoid requiring internet connection to play and too many API calls for our budget
Pictured: Compass model slices stretched to generally fit a level
(click to expand image)
Dialogue & Environment Triggers
Pictured: different trigger volumes combined with object channels create blind-accessible navigation
(click to expand image)
Pictured: Compass model with 8 slices and center section that play a sound clip upon overlap
(click to expand image)
As a narrative-focused game, Guiding Light allows the player to discover lore through exploring the environment. I was in charge of creating the dialogue system, and I took on the task of helping our writers implement discoverable assets with flavor text expanding on the game’s story
My Solution:
Using the previously mentioned custom object channels, I set up a trigger box on the main character’s Blueprint that:
Played a looping sound effect, alerting the player that something can be interacted with in their vicinity
If the player presses the spacebar, the dialogue system will activate a text box and accompanying TTS
Pictured: Custom object channels I created to fire specific TTS sound clips
(click to expand image)