Curing Corruption — credits and gameplay
Overview
My contributions
Curing Corruption was the context for three separate systems I built over the sprint — the branching dialogue system, the deer NPC behavior tree, and the cel→PBR shader. Each has its own dedicated page. This page is the project context that ties them together.
Working in a volunteer team under sprint pressure taught me a lot about scoping — deciding what to prototype versus what to actually ship. The deer AI got cut. The shader evolved. The dialogue system shipped.