Fay Keeper

RPG • Creature Collector • Pixel Art • Strategy • Adventure

Available in: Steam

Project Overview

  • Client: Gravity Software
  • Engine: Unity
  • Status: In Development
Thumbnail 4
Thumbnail 5
Thumbnail 7
Thumbnail 8
Thumbnail 9
Thumbnail 10

🧠 Technical Contributions


🛠️ What We Built

  • Assembly Definitions: We implemented and organized Assembly Definitions to improve compile times and support a modular architecture across the codebase.

  • Quest System & Editor: Together, we developed a multi-branching Quest System and an intuitive visual editor, enabling designers to create narrative logic without programming assistance.

  • Dialogue System Enhancements: We extended the Dialogue System by integrating conditional logic and quest-based triggers to support dynamic conversations.

  • Dynamic Audio System: We built an adaptable audio handler that reacts to environmental biomes, dynamically managing music and sound effects for immersive feedback.

  • Lighting Enhancements: Our team introduced visual improvements using normal maps and custom shaders to enhance overworld lighting and depth.

  • Formula Builder Tool: We created a block-based editor allowing designers to visually build gameplay formulas such as battle mechanics or capture probabilities.

  • Editor Testing Tools: We built in-editor testing utilities that allowed developers to quickly simulate and validate different game scenarios during iteration.

  • System Refactoring: We continually refactored core systems to support scalability, streamline integration of new features, and encourage modularity.


🤝 How We Contributed

  • Co-led the programming team and helped define best practices across disciplines including design, art, and production workflows.
  • Collaboratively made architectural and tooling decisions that shaped the project’s foundational scalability and maintainability.
  • Promoted knowledge sharing and mentored teammates to ensure fluid task handoff, shared ownership, and team alignment.

🧩 Challenges & Solutions

🕸️ Challenge: Managing Quest Complexity

As narrative logic became more intertwined, it risked becoming difficult to debug and maintain.

✔ Solution: We designed a visual editor to empower designers with a clear, node-based interface that reduced dependency on backend modifications.

🔄 Challenge: Constant Feature Changes

Rapid shifts in gameplay scope led to high iteration costs and potential code instability.

✔ Solution: We modularized key systems and layered in debugging hooks to minimize refactor impact and enable faster iteration cycles.


🌟 Standout Features

📌 Quest System Editor

A designer-friendly node interface that allowed narrative logic to be authored visually, increasing production speed and reducing reliance on programmer input.

🧮 Formula Builder Tool

A visual tool to define gameplay formulas such as damage and success rates, enabling non-technical team members to experiment freely and prototype faster.