Engine and Runtime Stack
Core modules and dependencies that define the runtime footprint.
Engine Association
Unreal Engine 4.27
Dispatch
- Engine
- CoreUObject
- UMG
- AdHocFMOD
- AdHocStory
- AdHocPackaging
DispatchEditor
- CoreUObject
- DataValidation
Tooling and Plugin Toolkit
Production plugins that support UI, audio, and workflow velocity.
CommonUI
Version 1.0
Shared UI framework for game-independent widgets and input patterns.
FMOD Studio Integration
Version 2.02.16
External audio authoring pipeline integrated into runtime and editor.
Electronic Nodes
Version 3.6
Blueprint wiring visualization and layout clarity improvements.
RadarChart
Version 3.0
Interactive radar chart widgets for stat visualization.
BlueprintAssist
Version 4.1.7
Faster blueprint creation and navigation workflows.
Proto Animated Text
Version 1.02
Animated rich text extensions for UMG UI.
Electronic Nodes
Focus: Blueprint readability
Improves wiring clarity and node legibility in complex graphs.
BlueprintAssist
Focus: Editor navigation
Speeds up blueprint creation and keyboard-based graph edits.
Proto Animated Text
Focus: Narrative UI polish
Extends UMG with animated rich text for dialogue and UI cues.
RadarChart
Focus: Stat visualization
Supports radar chart widgets used for hero stat summaries.
Compression Pipeline
Oodle Data
Version 1.0
Compression support for packaged content.
Oodle Texture
Version 1.0
Texture compression pipeline support.
Content Structure Map
High-level folders outline how narrative, shifts, and UI are grouped.
Root Content Areas
Shared Content Areas
Tree View
- Content
- Developers
- FMOD
- Input
- L10N
- Localization
- Movies
- Shared
- Achievements
- Core
- DebugTools
- EpisodePackaging
- ForNextFest
- GameplayGem
- Hacking
- Menu
- Sandbox
- Shifts
- Story
- Tutorial
- UI
- VFX
Routing and Flow Maps
Observed groupings mapped into clear routing lanes.
Input Context Routing
Input contexts map to shared action groups used by UI, story, and shift layers.
Episode Content Packaging
Episode modules align with episode titles and per-episode audio banks.
Audio Topology
Events route through buses into banks grouped by episode and shift.
Episode Packaging and Structure
Eight modules align with eight episode titles and packaging slots.
| Episode | Title | Module |
|---|---|---|
| Episode 1 | Pivot | DispatchEp101 |
| Episode 2 | Onboard | DispatchEp102 |
| Episode 3 | Turnover | DispatchEp103 |
| Episode 4 | Restructure | DispatchEp104 |
| Episode 5 | Team Building | DispatchEp105 |
| Episode 6 | Moving Parts | DispatchEp106 |
| Episode 7 | Retrospective | DispatchEp107 |
| Episode 8 | Synergy | DispatchEp108 |
Audio System Deep Dive
FMOD integration with structured buses, banks, and routing layers.
Audio Scale
7,417 event assets
44 audio banks organized by episode and shift.
Bus Layers
Dialogue Routing
21 dedicated comms buses route hero and NPC communications.
Shared Banks
4 banks
Episode Music
8 banks
Episode Cinematics
8 banks
Episode Barks
7 banks
Shift Voice
13 banks
Shift SFX
3 banks
Test Banks
1 banks
Localization Engineering
Language packs and string tables that power dialogue and UI reuse.
Languages (12)
String Tables
- ST_EpisodeTitles
- ST_EpisodeBlurbs
Episode titles and blurbs are centralized for reuse across UI surfaces.
A LEET locale variant is present alongside standard language packs.
| Episode | Localized Title |
|---|---|
| Episode 1 | Pivot |
| Episode 2 | Onboard |
| Episode 3 | Turnover |
| Episode 4 | Restructure |
| Episode 5 | Team Building |
| Episode 6 | Moving Parts |
| Episode 7 | Retrospective |
| Episode 8 | Synergy |
Prototype and Debug Signals
Folder signals that hint at testing, demos, and internal utilities.
ForNextFest
Shared/ForNextFest
Folder naming suggests a festival-oriented build or demo staging area.
Sandbox
Shared/Sandbox
Sandbox grouping indicates experimental or free-play content lanes.
DebugTools
Shared/DebugTools
Debug tools directory signals internal testing utilities.
OutcomeVideos
Developers/Austen/OutcomeVideos
Developer namespace holds outcome video references used during iteration.
ActionPrototyping
Movies/ActionPrototyping
Prototype movie sequences grouped for action flow validation.
EpisodePackaging Extras
Shared/EpisodePackaging/Extras
Packaging extras indicate supplementary episode assets.
Developer Interview Q&A
Evidence-based prompts tied to the technical configuration.
Which engine version is configured?
Project configuration lists Unreal Engine 4.27.
What audio middleware is integrated?
FMOD Studio integration is enabled with 7,417 event assets and 44 banks.
How are episodes packaged?
Episode modules DispatchEp101, DispatchEp102, DispatchEp103, DispatchEp104, DispatchEp105, DispatchEp106, DispatchEp107, DispatchEp108 align with the episode title set.
Which UI framework is present?
CommonUI is enabled to standardize UI patterns and input flow.
What localization coverage exists?
12 language packs are listed, including the LEET variant.
Is there a compression pipeline?
Oodle Data and Oodle Texture plugins are enabled for packaged content.
Community Contribution Board
Local-only credits for players who helped validate data and tooling.
Roles
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Interactive Research Hub
Vote, submit questions, and capture discussion notes locally.
Coverage Poll
Which area should be expanded next?
Local-only results. Total votes: 0
Question Collector
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Discussion Notes
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Technical Reference Topics
Suggested reading areas to validate or extend the analysis.
Engine
Unreal Engine 4.27 Module Architecture
How runtime and editor modules are registered and loaded.
UI
CommonUI Framework
Standardized UI patterns and input handling for cross-device layouts.
Audio
FMOD Studio Integration
Middleware integration for bus routing, events, and bank management.
Input
Enhanced Input Contexts
Input mapping stacks used for story, shift, and menu flows.
Build
Oodle Compression Pipeline
Data and texture compression optimized for packaged builds.
Where to Go Next
More deep dives to expand this technical view.