HeXXen: Hunters

RPG, Strategy, Simulation

Story

In the fictional alternative world of the Baroque, witches, werewolves, demons and other creatures are a cruel reality! In turn-based battles, the player can fight against the monsters of that time by controlling a party of Hunters. Back in the home village, the troop can recover from their wounds, level up their character stats and expand the village buildings to get additional bonuses.

Project Details

Period
My Role
Company
Publisher
Release Date
Platform
Game Engine
IDE
Programming Language
Version Control System

05/2022 – 06/2023
Unity Developer
Ulisses Spiele Digital
Hooded Horse
2025
PC and consoles
Unity 3D (2022.3.2f1)
Visual Studio
C#
Unity Plastic SCM

Period:  05/2022 – 06/2023
My Role:  Unity Developer
Company:  Ulisses Spiele Digital
Publisher:  Hooded Horse
Release Date:  2025
Platform:  PC and consoles
Game Engine:  Unity 3D (2022.3.2f1)
Programming Language:  C#
Version Control System:  Unity Plastic SCM

Project Description

The RPG is based on the pen and paper game ‚HeXXen: 1733‘ by Ulisses Spiele.

I joined the game’s development during the preproduction phase, actively contributing to the early design processes for game features, gameplay mechanics, and establishing the code base. My key responsibilities were:

  • Implementing the game’s User Interface in Unity, including the UI layout and handling camera transitions between UI states.
  • Developing the dialogue system, enabling automatic generation of dynamic, branching dialogues that incorporate characters, animations, voiceovers, and subtitles.

What I did

Implementing the User Interface

Proptotyping:
I started by prototyping directly in Unity, implementing different approaches that could be tested before the art team created the final designs. To support this process, I created WebGL builds to give interactive presentations and enable the team to test ideas themselves. This allowed the entire game to be played through at a UI level—for instance, character-specific attack options during combat could be selected (sometimes followed by a range indicator) using a mouse or gamepad, even without the final animations and VFX in place. In an iterative process, I refined the UI layout step by step and replaced placeholder elements with final components as they became available.

Main UI Components:
– Combat Phase: Character menu with attack options, inspired by the UI design of the JRPG ‚Persona 5′.
– Village Phase 1: Recruiting hunters for missions, displaying achievements, and further interactions.
– Village Phase 2: Expansion of village houses and assigning characters to tasks for bonuses.
– Main Menu: Start new game, load saved game etc.
– Game Menu: Game settings, exit game, and other options.

Model-View-ViewModel architecture:
Using MVVM, I created different scripts so that concrete data—such as text and images—was bound to its respective UI elements. These bindings ensured automatic updates, for instance, refreshing character stats when selecting or deselecting specific characters.

Camera Transitions:
To minimize the use of separate windows or pop-ups, our UI design was closely integrated with the gameplay and the in-game environment. Dynamic camera angles and subtle movements were linked to the UI states (using Cinemachine) to enhance player immersion. For instance, selecting a specific house in the village triggered a short camera transition that ended with a close-up of the selected house, thereby entering the next UI state.

Implementing the Dialogue System

Developed a framework for automatically generating interactive dialogue cutscenes using a custom node graph editor. This system enabled the real-time creation of animated sequences featuring characters, their animations, voiceovers, subtitles, and dynamic camera angles.

The node graph facilitated the creation of branched dialogues, with each node representing a specific dialogue moment captured from a selected camera angle. The camera settings, as well as options for assigning animations, subtitle text, voiceovers, and other elements, could be individually configured for each node using dropdown menus (for that I wrote custom editors based on UI Toolkit).
The nodes were connected to one or more others to define the chronological execution of dialogue segments. In-game, Player choices among dialogue options dynamically determined which branch of the dialogue was executed.

The node graphs were used to automatically generate timeline assets for the dialogue cutscenes, including all required timeline tracks with correctly assigned content, such as audio clips.