Gamemaker Project

Gamemaker

About

Lead Programmer on a 2D narrative-driven game built with GameMaker (GML). I designed and implemented a modular dialogue system and puzzle flow, focusing on state management, event handling, and reusable code structures.This project strengthened my ability to structure interactive systems, manage user-driven flows, and build scalable logic—skills that translate directly to front-end and back-end web development. I also worked closely with a multidisciplinary team, contributing to code organization and technical decision-making.

Project Info

Role: Lead Programmer Team Size: 3 Time Frame: 4 Weeks Engine: Gamemaker (GML)

Core Gameplay

A 2D narrative-driven experience where the player guides a lost axolotl through interconnected areas. Progression is driven by interacting with NPCs through a dialogue system, unlocking new paths, and solving puzzles to advance.Gameplay focuses on player interaction, with dialogue choices triggering events and puzzles acting as progression gates. The structure emphasizes a clear flow between exploration, narrative, and problem-solving.

What I Learned

This project helped me build a strong foundation in structuring interactive systems and managing application state. Developing the dialogue system required handling user input, controlling flow logic, and organizing reusable components—concepts that directly translate to front-end development.On the puzzle side, I worked on designing scalable logic and event-driven systems, which connects closely to back-end thinking, such as handling data flow, conditions, and system architecture.Overall, the project strengthened my ability to write maintainable code, think in terms of user experience and flow, and bridge logic between front-end interaction and back-end structure.

Dialogue System (Front-End State Management & Component Architecture)

I implemented a custom dialogue system in GameMaker (GML), where both the dialogue structure and logic were defined programmatically. The system manages dialogue flow, conditional branching, and state updates, similar to UI state management in front-end development.I also built a typewriter-style text renderer with per-character audio feedback, using timed events to control rendering and user interaction. The system was designed to be modular and reusable, reflecting component-based design principles used in modern web applications.

Software Architecture & Collaboration

As Lead Programmer, I designed and implemented core systems, solved complex technical challenges, and coordinated task distribution across the team. I structured the project using modular and decoupled systems, enabling easy iteration on assets like UI and pixel art without affecting core logic.I focused on maintaining scalable architecture and managing system dependencies, ensuring smooth integration between gameplay features. This role strengthened my ability to think in terms of system design, code organization, and collaborative development workflows.