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2D narrative puzzle-platformer

One player. Two characters. A shared escape.

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The girl and Domino

THE PROJECT

Overview

Dawn Awaits turns the coordination of a cooperative game into a single-player puzzle. One input moves a girl and her inner self, Domino, along separate routes, making every action a decision about both characters.

MY ROLEDirector / Game designer / Lead programmer / Narrative designer
Engine
Unity / C#
Development
Sep 2024 – Mar 2025
Release
March 11, 2025

DESIGN & IMPLEMENTATION

My Contributions

01

Dual-character mechanics

Designed mirrored control, six core rules and combinations that give each character a different role in the puzzle.

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02

Levels & teaching

Designed asymmetric routes and a four-stage progression from safe discovery to combined application.

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03

Narrative & Unity implementation

Connected rooms and diary fragments to the girl’s story, and implemented movement mapping and animation states.

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01 / DUAL CONTROL

One input moves two characters

The girl and Domino move in opposite directions from the same input. A safe move for one can put the other at risk, so players must watch both routes and find an action that helps them progress together.

The control diagram explicitly maps a left input to opposite movement for the girl and Domino.

02 / MECHANICS

Six rules create new ways to cooperate

Size changes weight and mobility; dash opens a brief route through hazards. Gravity and rotating platforms change spatial relationships, the direction switch changes how movement is shared, and a clone adds a third character to coordinate.

03 / COMBINATIONS

Recombine rules the player already knows

Combining gravity and direction changes how an input moves each character. Dash and fire require a safe moment between bursts. Shrink, dash and moving saws bring passage size, speed and timing into the same decision.

04 / LEVEL EXAMPLE

Use one character to open the other’s route

The level first exposes the link between a switch and a saw. Growing lets the girl move a toy box onto another switch; the box holds a safe route open while Domino reaches a shrink pickup and passes through the lower gap.

  1. 01Test the switch and observe the saw.
  2. 02Collect the grow pickup.
  3. 03Push the toy box onto the next switch.
  4. 04Keep the route open with the box.
  5. 05Guide Domino to the shrink pickup.
  6. 06Pass through the lower gap.
The girl’s upper path and Domino’s lower path share switches, hazards and size pickups.
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05 / TEACHING STRUCTURE

Teach a rule, develop it, then change the context

I used Kishōtenketsu to structure the learning sequence: safe size experiments, focused practice around obstacles, a twist using gravity and direction, and a final sequence that combines familiar actions. The examples below illustrate the role of each stage.

View the original portfolio designs

06 / ENVIRONMENTS

Make the home tell the story

An isolated bedroom, an uneasy bathroom and traces of conflict communicate the girl’s experience through the rooms themselves. The community street gives that enclosed journey a visible destination beyond the home.

07 / DIARY DESIGN

Tell difficult experiences through a child’s diary

Diary fragments frame domestic violence through the girl’s own language: a fight becomes a hurricane, while photographs, scattered petals and handwritten marks connect her observations to the damaged home. The diary adds her perspective to the environmental story.

Parents’ bedroom diary: the child’s weather metaphor, broken family image and collage details appear on one spread.

08 / IMPLEMENTATION

Carry shared input through movement and animation

Domino reads the main character’s horizontal input and jump state. The moveReversed flag chooses matching or mirrored movement, while walking and facing states update the animation. The Animator capture shows the resulting character-state connections.

Character state transitions in Unity Animator.
View the original portfolio designs
Browse the portfolio pages8 pages +
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