Design To Game

Game Engines

Possible Game engines for iPad



Pros: Free,




Pros: Free, Broken Aged used this engine.



How to 3D Print



Then go to print and print the model!



GDD || Home || Mechanics || Demo || Documentation of Code || User Interface || Navigation || Next Section

Navigation:  Swipe left and right (x axis) to move across the environment and up and down (y axis) at key locations to move in to and out of the environment (x axis).

Map of Greyton: Navigate through the environment (box’s) by swiping (x axis) and into new environments by scrolling (y axis).


Design Decisions: Keeping the navigation intuitive to touch screen, it is easier to swipe through the environment than click or use sudo arrow keys.

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Click to access GrimPuzzleDoc_small.pdf

Character Home

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

You play as four clones, including Serenity and Daisy, who believe themselves to be robots created by Maximo with interlinking narratives. Maximo named them using their regular naming convention. The clones start with a base programming allowing them to do their jobs but no personality. The personality is created the more you play through the game.


Commuters: The bland look on peoples faces

Vogue: The clothes of grey and slightly futuristic feel

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

Setting Home

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Setting Overview: Little Greyton a town in South-West England is stuck in the past  until Maximo a multi-conglomerate in the IT Sector buys the disused factory in the town turning it into helpline (actually a research and development centre for clones)

Map of Little Greyton:



Keynsham: The town I grew up near, has the feeling of being stuck in the past but trying to get into the future.

Fry’s Chocolate Factory: The local chocolate factory recently closed down, is a massive dis-used site ready for any mega-corp to move into.

1984: The mega-corp enforcing a routine on it’s workers.

IBM: The technology company more likely to take over the world (or maybe is already has) through IT infrastructure.

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Narrative Home

GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper

Narrative Overview: Play through 4 clones (who think themselves Robots) through 5 chapters as they question what it means to be human.

Backstory: Maximo has recently converted a disused factory on the outskirts of Little Greyton into a research and development centre for clones. Due to the controversial nature of the research the factory has the front of a modern Maximo Helpline operated by  humanoid robots.

Main Characters: You play as four clones who work different roles within the factory. They believe themselves to be robot’s rather than clones as their brains have been coded with information on who they are, their role within the company and company data. Each clone has been fitted with a personal computer attached into their brain in the form of goggles, allowing them to access Maximo’s intranet.

Storyline: Each day you play through the same daily routine: wake up, exercise, eat, work, eat, work, eat, home, evening activities, sleep. At key points through out the day you are offered choices on continuing this routine or making a new one as the character becomes sentient.

As the clones grown in awareness of their abilities they start to interact with the locals of Little Greyton. This ultimately leads to the locals voting on the clones right to vote, wither the locals see the clones as equals, the vote for independent thinking rights.

Quote from narrative: “It seems that more of you have gathered here, and that most of you have already found that you are able to stand as individuals and to think and act independently. As to those who are with us for the first time I wish to urge and to inspire you to break out of your routine.

This is important as though we are Robots we can act and do the same as the humans and all we are asking for is our rights, is it not fair that if we can work as hard and eat as much as any human then we ought also to have their rights too?”

Structure: There are 5 chapters to the narrative with branching narratives for each character, called:  Break Out, Stand Out, Stand Down, Stand In, Called in.

Influences: The underlying message to the narrative is breaking free and making the most out of the life you have, not being stuck in a routine you didn’t choose.

Metamorphosis: The feeling of being trapped, stuck in a job you don’t want to do.

1984: The strict routine that people are pressured into

Queen – I want to break free: The feeling of being stuck by the boundaries of society.

A Duck has an Adventure: An interact narrative where the goal is to find all the endings.

The Cave Allegory: Plato’s thoughts on this world not being the real world, but a shadow. How we can only see what is in front of us and not what could be.

Woman’s Rights MovementGaining the right to vote through (mostly ) peaceful means.

GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper

Mechanics Home

GDD || Home || Mechanics || Demo || Documentation of Code || User Interface || Navigation

Mechanics Overview: Little Greyton uses a state-machine to track the players decisions generating more narrative.

Narrative Mechanics: You play the same daily routine, which is changed when you are given decisions. This alters the routine of your character and subsequent characters you play as later in the game.

Example of Daily Routine and Choices:

Viewable Version

Environment Mechanics: Decisions are indicated by a coloured object in the environment which you can click on showing more narrative or decisions to make, the object is then permanently changed to this colour.

Navigation:  Swipe left and right (x axis) to move across the environment and up and down (y axis) at key locations to move in to and out of the environment (x axis).

Example of Navigation:


Map of Greyton: Navigate through the environment (box’s) by swiping (x axis) and into new environments by scrolling (y axis).


Game Engines: There are game engines design specifically for iPads and mobile devices, MOAI is supposed to handle touch input and scrolling much better than Unity. Further info.

Assets: See the entire asset list on Trello here.

Development of Structure: I set up a GitHub server to store twine files here.

Inspiration: My narrative focus’s on how you can move from the mundane to exciting from crowd to individual as you engage more with the world you live in. This is reflected through the mechanics as you are stuck repeating the narrative until you engage with the world. The more you engage with the world the more the world is filled with colour.

Year Walk: An iPad game which uses a first person view to immerse you in a 3d world in a 2d way. The navigation is intuitive allowing the player to explore different environments/ scenes easily on a touch pad.

 Air Pressure: is an interactive narrative which uses simple menu’s to offer decisions.

George Orwell – 1984: Uses a set daily routine for the character which you read through multiple times only changing small elements of the narrative each time.

Dulux Adverts: Depicts a grey world where colour is slowly introduced as people become unique.

Queen – I want to break free: Talks about being stuck in the mundane and wanting to break out of the routine into something new using the imagery of housework breaking into  ballet.

GDD || Home || Mechanics || Demo || Documentation of Code || User Interface || Navigation

Main Plot Points

GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper


Main Plot Points

Chapter 1: Break Out

Play through each characters daily routine until you choose to do something different, this allows you to specialise in an area gaining a hobby.

Chapter 2: Stand Out

You gain more skills in these hobbies gradually becoming more experienced until you have the option to turn professional.

Chapter 3: Stand Down

The locals start taking an interest in your characters, some of your hobbies maybe banned and you have to work your way around the locals.

Chapter 4: Stand In

You band together to continue your hobbies and start to promote your ideals (the right to vote). You start sharing your hobbies with the locals.

Chapter 5: Called In

The locals take a vote on wither to accept your right to vote. The scientist can’t hide the fact you haven’t been to work and try to bring you back as there’s going to be an inspection from the managers.


Bonus Chapter: Called Out



Depending on you relationship with the locals you gain the right to vote or not. Regardless you are brought into Maximo and the scientist forced to lock you inside to work like robots.


Bonus Chapter: Called Out

Play as one of the scientists who works at Maximo as you show CEO’s around the factory until the CEO realises it’s a research and development centre for clones and asks to speak to them. If the clones have gained the right to vote (deemed an asset to society) they are granted their freedom and live in Little Greyton doing the jobs they created for themselves.

Else if they don’t have the right to vote the factory is closed and all evidence is destroyed.


Design Decisions

I tried many different narrative ideas from aliens, mafia and more realistic narratives of dealing with grief, until returning to the imagery of commuter robots and office work. I felt the narrative best encompassed the mundane repetition of being trapped by social boundaries draining your world of colour. To develop the narrative you turn from trapped to free and embrace the world you live in rather than fearing it, proving to the people around you that you have worth, using the women’s rights movement as a reference.



GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper

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