DAWN AWAITS game artwork
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2D narrative puzzle-platformer

One player. Two characters. A shared escape.

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The girl and Domino

OVERVIEW

Could a single player feel the mutual dependence of a cooperative game? Dawn Awaits explores that idea through a girl and her inner self, with mirrored movement, divided attention and a shared goal.

MY ROLEDirector / Game designer / Lead programmer / Narrative designer

Single-player controls that require two-character cooperation.

Mirrored-control design diagram.
Bedroom environment artwork.
Community-street environment artwork.
Dual-character control diagram.
Size-pickup mechanic example.
Bedroom environment artwork.
Parents’ bedroom diary.

MY CONTRIBUTIONS

The input-to-movement diagram for the girl and Domino.

Dual-character mechanics

Designed mirrored control, six base rules and three combinations that create different demands on both characters.

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The annotated level map shows the two routes and their shared switches.

Levels & teaching

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

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The supplied portfolio’s dual-character code and state-mapping diagram.

Unity implementation

Implemented movement mapping, jump synchronization and character animation states.

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01 / DUAL-CHARACTER CONTROL

One input moves both characters.

The girl and Domino move in opposite directions under the same input. Each action has a consequence on both routes, so players must watch both characters, anticipate obstacles and choose when one movement can help both. This recreates part of the coordination of cooperative play within a single-player puzzle.

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

02 / SINGLE RULES

Six rules change bodies, space and coordination.

Size changes weight and mobility, while dash creates brief opportunities to cross hazards. Gravity and rotating platforms change spatial relationships. The direction switch changes whether the two characters move together or in mirrored directions, and the clone adds a third character to monitor. Each image below shows the specific input or pickup and its visible result.

03 / COMBINED PUZZLES

Familiar rules create different timing and planning problems.

The combined puzzles ask players to reconsider rules they already know. Gravity plus direction switching changes how the same input moves each character. Dash plus fire requires crossing between flame bursts. Shrink plus dash and moving saws combines a smaller passage with speed and timing.

04 / LEVEL DESIGN

The girl’s upper route opens Domino’s lower route.

In this level, stepping on and releasing a switch reveals its relationship with a saw. After collecting the grow pickup, the girl pushes the toy box onto another switch. The box holds the switch down, opens Domino’s route and keeps the girl’s saw passage safe. Domino then follows the lower route to a shrink pickup and uses the smaller size to pass a low gap.

Annotated level map: upper and lower routes, the grow and shrink pickups, toy box, switches and hazards.

05 / TEACHING STRUCTURE

Four stages build from discovery to a final application.

I adapted Kishōtenketsu into four teaching stages. Ki allows safe experiments with size. Shō develops pushing, route opening and movement with hazards. Ten recombines gravity and direction to change a familiar situation. Ketsu chains known actions into a final run that ends with a diary fragment. The four diagrams below describe each stage separately.

06 / ENVIRONMENT & DIARY

The diary connects a child’s observations to the rooms she explores.

The narrative uses environments and diary fragments to present the girl’s experience of domestic violence. The bedroom diary describes a fight as a hurricane. Family photographs, scattered petals, red stains and handwritten highlights connect those observations to the damaged home. The street scene marks the point where the girl’s imagined escape becomes an actual departure.

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

07 / UNITY IMPLEMENTATION

Domino reads the main character’s movement and jump states.

In the control implementation, Domino reads the main character’s horizontal input and jump state. The moveReversed flag selects matching or mirrored movement, while the animation logic updates walking and facing direction. The code and control diagram below show that connection; the Animator capture shows the state transitions used for the character.

Dual-character implementation: movement and jump code above the moveReversed and jump-synchronization diagram.

PROJECT DETAILS

Role
Director / Game designer / Lead programmer / Narrative designer
Engine
Unity / C#
Development
Sep 2024 – Mar 2025
Release
March 11, 2025
View the original portfolio pages7 pages
Portfolio page 8
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