Poiura was my entry to a 15 days narrative game jam with Dylan, a writer and audio designer. I was responsible for programming and art; Beyond programming the game’s mechanics, I also focused on writing shaders, implementing particle effects, and integrating dialogue using Yarn Spinner.
![](/assets/images/gameCaptures/poiura/infant.png)
![](/assets/images/gameCaptures/poiura/towngif.gif)
![](/assets/images/gameCaptures/poiura/end.gif)
We wanted a horror game where the player is not running away helplessly. I gave the main character an inaccurate blunderbuss that reloads very slowly. Knockback, screenshake, and particle effects were added to emphasize the gun’s impact.
![](/assets/images/gameCaptures/poiura/shoot.gif)
![](/assets/images/gameCaptures/poiura/reloadZoom.gif)
For the town and the dangerous red woods beyond it, I added lighting, particles, and a foliage shader to enhance the environment.
![](/assets/images/gameCaptures/poiura/townDay.gif)
![](/assets/images/gameCaptures/poiura/townNight.gif)
![](/assets/images/gameCaptures/poiura/longvoid1.png)
![](/assets/images/gameCaptures/poiura/longvoid2.gif)
To accommodate for transitioning between the roughly 20 scenes of the game, I created a scene handler system using Scriptable Objects, that grew into this graphical node-based mapper. This allowed me to create rooms and transitions in an environment similar to the Unity Animator window.
![gameplay image](/assets/images/gameCaptures/poiura/mapping.png)
For the dialogue, I integrated Yarn Spinner to insert Dylan’s script into the game. I used Yarn Spinner both as a dialogue tree and a programming language to trigger different world events and Unity Timelines.
![](/assets/images/gameCaptures/poiura/cutscene.gif)
![](/assets/images/gameCaptures/poiura/dialogue.gif)
![](/assets/images/gameCaptures/poiura/yarnZoomed.png)