Taming Yore Dragon

A cute puzzle-platformer that teaches real therapy techniques for managing anxiety

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.

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