Voices from the Corner game artwork
← All projects

AI narrative investigation

Ask your own questions. Follow the evidence.

↓
Dafu, the cat interviewee

OVERVIEW

What would a cat tell us about its own rescue? I built a narrative investigation game around that question, connecting free-form AI interviews to a reporter’s notes and an evidence-based writing system.

MY ROLESolo developer

Free-form interviews with clear character boundaries.

Free interview interface.
Article-writing interface.
Main menu with reporting tools and photographs.
Community environment artwork.
Populated Reporter’s Notes example.
Interview interface.
Writing interface.

MY CONTRIBUTIONS

AI interprets the question; explicit rules validate replies and unlock game information.

Character-aware interviews

Designed character knowledge and reply rules so Dafu and Lin Min provide different, complementary accounts.

See the design details ↓
The writing screen shows a draft, selected materials and paragraph coverage.

Notes, cards & writing

Connected discovered topics and source-labeled cards to article assembly and editor review.

See the design details ↓
The portrait tool places live parameter controls beside the character preview.

Art & Unity tools

Created character and environment art and built runtime tools for UI layouts, hotspots and portrait placement.

See the design details ↓

01 / INTERVIEW STRATEGY

Questions change the interviewee’s state.

The interview screen places Trust, Pressure and Focus beside the conversation. Familiar topics can build trust; repeatedly probing a painful memory can increase discomfort; repeated questions can drain attention. I designed these states to make the choice of question affect the interview, alongside the information returned.

Interview UI: state bars at left, dialogue in the center and suggested topics at right.

02 / CHARACTER KNOWLEDGE

Dafu’s experience and Lin Min’s account complement each other.

Dafu describes what he felt: something tight around his neck that he could not remove. Lin Min can explain the veterinary finding and treatment. I kept their knowledge different, so a character’s answer stays within that character’s experience. The design example below records the two accounts under the same topic, with their sources kept separate.

Example answers about the neck injury: Dafu describes the sensation; Lin Min identifies the embedded rope.

03 / NOTES & WRITING

Recorded clues become sourced material cards.

Reporter’s Notes groups discovered information by topic and shows what remains unknown. Those clues unlock material cards that retain their sources. Players choose 8–10 available cards and assemble a draft with a writing template. The writing interface shows the selected-card count and paragraph coverage; editor review then checks for missing facts or misleading wording.

Writing UI: an article draft beside writing direction, selected materials and generation status.

04 / VISUAL DESIGN

Everyday objects give the neighborhood its identity.

I used simplified forms, broad shadows and muted greens and ochres across characters and environments. The community map connects shared public spaces with places to investigate. At the editor’s desk, the repeated publication logo, magazines within reach and a bitten pear on the laptop establish the workplace and add character-specific details.

Community environment artwork: shared facilities, seating and the guard booth.

05 / UNITY TOOLS

Edit UI, hotspots and portraits while the game is running.

I built three tools for adjusting the game in Unity. The layout tool selects and locks a UI control, then restores its position and size after rebuilding the interface. The hotspot tool edits highlighted interaction regions using normalized 0–1 bounds. The portrait editor fits different sprites into a shared slot using their aspect ratios and previews characters without advancing the dialogue.

06 / INTERVIEW IMPLEMENTATION

Replies update game facts through explicit rules.

The implementation separates dialogue generation from changes to game state. Interview setup selects Dafu’s or Lin Min’s rule engine and clears session data. The code shown here records granted intel, compares unlocked material states, checks related clues and applies a character-specific constraint to Dafu’s replies.

Annotated LinRuleEngine.cs excerpt: granted intel, newly unlocked material cards, knowledge-boundary recording and Dafu reply constraints.

PROJECT DETAILS

Role
Solo developer
Engine & tools
Unity / C#
Development
May 2026 – present
Languages
English / Simplified Chinese
View the original portfolio pages7 pages
Portfolio page 1
Portfolio page 2
Portfolio page 3
Portfolio page 4
Portfolio page 5
Portfolio page 6
Portfolio page 7
Open the complete portfolio PDF