Fay Keeper

RPG • Creature Collector • Pixel Art • Strategy • Adventure

Available in: Steam

Project Overview

  • Role(s): Lead Programmer, Technical Artist
  • Team Size: 165 programmers, 7 artists, 1 sound designer, 2 game designers, 1 producer
  • Organization: Blue Gravity Studios
  • Engine: Unity
  • Status: In Development
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🧠 Technical Contributions


🛠️ What I Built

  • Assembly Definitions: Implemented and structured Assembly Definitions to reduce compilation times and enforce a modular project architecture.

  • Quest System & Editor: Developed a multi-branching Quest System and a visual node-based editor to empower non-programmers.

  • Dialogue System Enhancements: Integrated dynamic state conditions and quest triggers directly into the Dialogue System.

  • Dynamic Audio System: Created an audio handler that adapts based on biome/environment context, handling music + SFX.

  • Lighting Enhancements: Implemented visual effects using normal maps and custom shaders for richer overworld lighting.

  • Formula Builder Tool: Built a modular block-based editor to let designers create gameplay formulas visually (e.g., battle outcomes, capture rates).

  • Editor Testing Tools: Enabled rapid debugging via in-editor tools that run unit tests in different game scenarios.

  • System Refactoring: Continuously updated core systems to accommodate new features and improve modularity.


🤝 How I Contributed

  • Co-led the programming team and established best practices across production, art, and design pipelines.
  • Made key architecture and tooling decisions, helping shape the foundation of a scalable and efficient project.
  • Mentored developers and encouraged smooth collaboration through thoughtful task distribution and shared ownership.

🧩 Challenges & Solutions

🕸️ Challenge: Managing Quest Complexity

The growing interdependencies between quests threatened to create spaghetti logic in the backend.

✔ Solution: Built a visual editor tool allowing designers to author branching quests safely and independently.

🔄 Challenge: Constant Feature Changes

Gameplay changes were frequent, leading to rework and slower iteration cycles.

✔ Solution: Structured core systems with modular APIs and added debugging layers to reduce rewrite overhead.


🌟 Standout Features

📌 Quest System Editor

A node-based interface that lets designers craft complex quest logic visually. Boosted production speed and reduced programmer bottlenecks in narrative design.

🧮 Formula Builder Tool

A drag-and-drop system for defining logic like capture rate or damage calculation without writing code. Promoted experimentation and iteration by empowering non-technical team members.