Taming Yore Dragon is an isometric puzzle platformer developed by Mini Mammoth Games with a focus on mental health. The game aims to help teach players about Cognitive Behavioural Therapy techniques for dealing with anxiety through its puzzles and story.
Development Environment:
Unity, C#
Role:
Lead Programmer
Release Platform:
Windows, Steam Deck
Team Size:
7
Release Year:
2025
Development Time:
2 years
Overview of Contributions
Movement
Created a state based player controller allowing the swapping of movement and input functionality based on certain conditions.
Implemented physics based player controller for precise platforming.
Environment and Puzzles
Created the base interaction and puzzle systems allowing for series of complex and interactive puzzles.
Setup specific puzzle elements such as pushable blocks and weighted buttons.
Added moving platforms, including support for A* based pathfinding.
Narrative and Dialogue
Setup narrator system allowing dialogue to be triggered from anywhere in the game, including subtitles and voice over.
Created tools for cutscenes allowing the use of dialogue within them and the use of NavMesh to move characters within them.
Character Customisation
Created the Character Customisation system allowing players to swap outfits, hairstyles and other features.
Made shaders for character features allowing for hair and eyes to be coloured from gradient textures simplifying the process for the team’s artists.
Saving and Loading
Created the game’s save and load system which saved all elements including:
Game and puzzle progress
World state
Narrative progress
Customized character settings
In game settings
Editor Tools
Created an in-editor tool for loading save files to allow for quick and easy testing.
Setup a tool to modify textures in the Unity Editor allowing designers and artists to paint materials for objects such as paths, grass and fog.
Shaders and Visuals
Created various shaders for a variety of environmental effects including:
Swaying Trees and foliage
Shell textured swaying grass
Water
Fog, with modifiable density that can be painted with an in-editor tool
Gradient sampling for hair and eye colours
Added the ability to swap light maps at runtime, allowing for baked day and night lighting based on story progress.
Implemented shader and functionality for resizable spline based vines.
Project Management
Created and organised required tasks for implementation or for bug reports.
Managed the allocation of tasks and issues to junior programmers.
Assisted and upskilled junior programmers and designers in programming tasks.
Outreach
Assisted presenting the game at booths at various conventions and events including the PAX and Gamescom.