Dialogue System and Editor Tool
For this project, I implemented a "Fuzzy Pattern Matching" dialogue system, similar to those used in games like Left 4 Dead, The Last of Us, and Firewatch, with a fully custom implementation based on descriptions from various conference talks.

Features
This doesn’t just implement the blank described system but also implements Saving and Loading the dialogues alongside their specific editor layouting.
It allows for variations in speakers with special overrides, interfaces with a ScriptableVariable system that has been described by Unity itself on various conferences.
It is also designed with Designer usability in mind first requiring no Programming knowledge during basic operation to be fully functional.
It is also created with Scriptable Objects as its core allowing for easy expansion through external tools as well as serialization inside of Unity.
It is also utilizing the GraphView tech that has been utilized by Unity itself for aspects of the Editor such as Shader and VFX Graph allowing for further stability and cohesive feeling during usage.
What I learned
This project taught me a great deal about adapting systems from descriptions and explanations, while also allowing me to work with various aspects of the Unity Editor. It provided an opportunity to learn new libraries, such as the Graph API, and introduced me to different approaches for solving issues in my editor code.