In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
From its beginnings as an interrupt0heavy bark system, to the long, restarting, conversations they shipped, they went over what worked and what didn't as they built the system and the game around each other.
The pair also dug into 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.
It was an insightful hour-long talk, and now you can watch it for free on the official GDC YouTube channel!
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