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






🧠 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.