GAME DESIGN / CASE STUDY
FORMAT
Two-player asymmetric puzzle
MEDIA
Digital study · physical artifacts
JOURNEY
Two rooms · six puzzles · web ending

01 / THE QUESTION

02 / CORE MECHANIC

CASE STUDY / THE CARPET
03 / GAME FLOW

I / MAIN STUDY
Listen & compare
Gramophone · Clock · Carpet · Vase
Sound, time, location and alignment establish a common language between the two players.

II / HIDDEN ROOM
Read & fold
Globe · Paper Folding
The search moves behind the bookcase, where a poem, a map and a sheet of paper complete the route.

III / BEYOND THE GAME
Complete the address
35 · Letter · Poetry
The last solution changes the medium itself: each player crosses into a new piece of Eileen’s writing.
✦
04 / PHYSICAL MEDIA
PHYSICAL ARTIFACT PHOTOGRAPHS / TO BE ADDED


VISUAL & PRODUCTION
05 / DESIGN EVOLUTION
01 / THE VASE
A painting-based clue became a vase puzzle, giving the tabletop player a tangible transparent-sheet alignment task.
02 / THE FOLD
A three-dimensional paper form became a foldable printed sheet; scattered marks resolve into a number through the player’s hands.
03 / THE EXIT
A final lockbox became a web address. The last solution now changes where the players are reading.

06 / POETRY AS INTERACTION

IN GAME / A verse points toward the next observation.

ON THE WEB / The same imagery returns as literature.
NEXT / VALIDATION PLAN
MY CONTRIBUTION
Game design · Puzzle architecture · Cross-media interaction
I developed the puzzle rules, clue placement, physical interactions and the relationship between printed and digital information. The images on this page document the digital side; photographs of the tabletop artifacts can be added when ready.
