Y
Archive · 07 / 16 Feb 2021 – May 2021

Judge

Role
Game Designer · Narrative Designer
Engine · Genre
Unity · Narrative Puzzle
Context
Student Project · Solo design
Link
Itch Page ↗

Overview

Judge is an interactive puzzle-solving novel set in the fictional dystopian 1980s nation of The New Republic of Chiu. Players step into the shoes of Yao Bang, a government investigator serving the Committee of Justice.

Narrative themes lean on dystopian and totalitarian thought, inspired by Orwell's 1984 and Arendt's Eichmann in Jerusalem. I translated those ideas into mechanics the player performs rather than reads.

Contributions

  1. Refined iteration on a previous investigation prototype.
  2. Narrative enhancement: deeper branching and dossier writing.
  3. In-game computer system redesign: GUI plus console hacking.
  4. Real-time progression: evidence evolves as the shift continues.
Chapter 01

Gameplay Loop

Judge gameplay

Investigation loop overview

The shift

Every case is a shift at the Committee desk. Files arrive, the clock runs, and the player must read, cross-reference, and commit to a verdict before the day ends. The mechanics carry the moral weight, not the text.

Hack suspect's email Cross-reference evidence

Hack email (left) · Cross-reference evidence (right)

Read · connect

Players hack a suspect's email to extract threads, then cross-reference those threads against dossiers already on the desk. The mechanics are simple; the judgments are not.

Submit evidence

Submit evidence: verdict window

Commit the verdict

Submission is final. The player stamps the dossier knowing the file they picked becomes the state's version of the truth. Complicity is built into the interface.

Chapter 02

Desk Interactions

GUI - Computer Interface

Computer interface, GUI

01 · Computer interface

A simplified GUI handles navigation while a console handles email "hacking." I added it after playtests showed the original text-only interface was too opaque.

Office Manual

Office manual, diegetic help

02 · Office manual

A diegetic manual lives on the desk, a discreet onramp for players who need help without breaking the investigator fiction.

Board, evidence workspace

Board, evidence workspace

03 · The board

Players print, drag, and annotate documents before submission. The physicality reinforces the investigative loop and turns reading into acting.

Chapter 03

Tutorial Design

Tutorial progression Email interface tutorial

Tutorial progression (left) · Email interface (right)

Day one on the job

The teaching should feel like day one on the job, not a tooltip. Players understand the core loop and mechanics in a seamless, diegetic manner. It walks them step by step through examining files, working the board, and submitting evidence.

Evidence submission workflow

Evidence submission, annotated walkthrough

Annotated walkthrough

Playtests revealed difficulty grasping the investigation workflow. A guided first shift runs the player through each mechanic in the order they'd discover it naturally. No menus, no overlays, just work.

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