Y
Archive · 06 / 15 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 — translated 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. Mechanics — not text — carry the moral weight.

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 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" — added 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 — it 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 — a step-by-step walk 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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