Tree-Level
Dialogue System

Narrative SystemsGame MechanicUE5

A modular branching dialogue system built collaboratively with writers and designers for Curing Corruption — designed to parse long NPC interactions with multi-path outcomes.

Dialogue system in Curing Corruption — branching NPC conversations

What I built

The system was built to be designer-friendly — writers and I worked together to define what the interaction flow should feel like before I wrote a single node. The tree-level architecture meant conversations could branch deeply without the logic becoming unmanageable. I built it to be modular enough that new dialogue sequences could be added without touching the core system.

Dialogue System Blueprint drag to pan · scroll to zoom