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Unscripted

A third-person detective game about reading a crime scene, questioning the people in it, and living with what you decide to believe.

Role
Game Design, Systems Design, Narrative Design, Unity Development
Discipline
Game Design, Unity Development
Tools
Unity, C#
Year
2026
Unscripted — title art: 'There is no script. Only your choices. Only the consequences.'

Unscripted is a third-person detective game built around investigation, interpretation and uncertainty. Players examine a crime scene, collect evidence and question suspects — but the game deliberately separates information from interpretation.

Finding a clue doesn't automatically reveal what it means. The player has to connect evidence, dialogue and behaviour before deciding what they believe.

Most investigation games turn discovery into confirmation: find an object, the game identifies it as a clue, the journal explains what it means, and the player moves on. Unscripted works differently.

Information is not the same as truth. The player receives evidence, but keeps the responsibility of interpreting it.

Observe
Discover
Question
Interpret
Decide

Investigation here is iterative — new evidence can change how a piece of dialogue reads, and dialogue can make an already-discovered clue suddenly matter more.

Explore
Inspect
Collect
Question
Connect
Decide
Consequence

Unscripted — investigating a room at the crime scene, with an objective panel and an evidence corkboard visible
In-game — the objective panel and evidence corkboard are part of the same investigation state.

The player explores the environment looking for information that might matter — the space itself is a source of evidence, not just a backdrop. Interactable objects, an evidence corkboard, and a running objective list ("secure two different clues," for example) keep the investigation legible without walking the player through it.

The victim can be examined through dedicated inspection points rather than one generic "examine body" action. Three areas are set up as distinct inspection points, each tied to its own recorded clue — evidence the project currently tracks internally as Clue_Fingernägel, Clue_Headwound and Clue_Wristmarks.

Selecting an inspection point moves the camera to focus on that area and gives the player a contextual observation; anything found there can become part of the wider investigation.

Body
Inspection Point
Camera Focus
Observation
Clue
Journal / Investigation State

Technical note — Implemented through dedicated inspection-point components and a controlled camera focus (CameraInspectionFocus) that isolates the relevant area and signals a distinct interaction state, separate from free exploration.

Clues exist physically in the world before they exist anywhere else. Once the player finds and inspects one, the game records that discovery as its own clue state, which stays accessible afterward in the journal — implemented as individual entries (FoundClueEntry) rather than one flat list.

The journal is the player's external memory. It records what the player has found, not what they should believe about it — discovered evidence can also affect how later interrogation answers land, but the game itself never tells the player who's lying.

World
Discovery
Clue State
Journal
Interrogation
Decision

Suspects aren't questioned through a fixed list of dialogue buttons. The player types a question in their own words, and the game's intent-recognition system reads it, maps it to a topic, and routes it to the appropriate authored response — Jonas is the suspect this system was built and tested against first.

The design problem underneath that — ask the question, not the button — is how to let players feel like they're asking their own question while the dialogue itself stays inside authored narrative boundaries. The intent recognition runs locally, inside the project itself; it isn't calling out to an external AI service, and it isn't generating dialogue on the fly.

Starting a conversation also shifts the camera toward the suspect and hands control back to the player once it ends — a deliberate cue that the game has moved from free exploration into a different interaction state.

The main menu even ships with a dedicated Questions Cheat Sheet — a direct admission that free-form questioning needs a nudge sometimes, and a small piece of evidence that this system was actually tested on players, not just designed on paper.

Player Input
Intent Recognition
Topic / Intent
Authored Response Logic
NPC Response
Unscripted — approaching an NPC in a hallway, with a 'Press E to talk' interaction prompt
Approaching a suspect — the interaction prompt marks the shift from free exploration toward a conversation.
Unscripted — an early interrogation interface with a free-text question field and a visible intent-recognition debug line
An early build of the interrogation interface — free-text question input with a visible intent-debug line; NPC art is still a placeholder at this stage.

Technical note — Built with TextMeshPro (TMP_InputField / TMP_Text) for the question input and response text, Enter-to-submit with input clearing, and dedicated dialogue-state handling (DialogueTestUIController.IsDialogueOpen) that locks player and camera control while a conversation is active.

Unscripted doesn't calculate the answer for the player. Reaching a conclusion means weighing physical evidence against suspect statements, noticing contradictions, and reading the environment and its context — the game keeps track of what's been found; deciding what it means is left to the player.

That gap, between what the player has discovered and what the player believes happened, is the core of the game's narrative design. The detective framing, the environmental storytelling, and the interrogation system all exist to feed that gap rather than close it for the player.

  • Detective Narrative
  • Environmental Storytelling
  • Suspect Interrogation
  • Evidence-Based Progression
  • Player Interpretation
  • Narrative Uncertainty
  • Consequence
  • Authored Dialogue
  • Contextual Information

Alongside the investigation, Unscripted includes an early Haunt System — atmospheric, vision-like events layered on top of ordinary exploration. It's been built and visually tested, but it's still an experimental system rather than a finished, final mechanic, and its exact rules are still being worked out.

The playable space is an apartment — a hallway connecting a kitchen, a bedroom, a bathroom, and a staircase down to the basement, where the victim is found. Investigation and interrogation both happen inside this one space, so it has to support exploration and evidence-readability at the same time.

That means thinking about player movement, camera behaviour, sightlines to interactable clues, and interaction distance together — keeping the environment atmospheric without letting that atmosphere swallow the evidence the player is meant to notice, and keeping the camera from clipping through walls or looking outside the level entirely.

Unscripted in the Unity editor — the apartment's kitchen, mid-assembly
Unity editor — the apartment's kitchen, mid-assembly.
Unscripted in the Unity editor — the full apartment layout seen from above, showing bedroom, bathroom, kitchen, hallway and stairwell
Unity editor — the full apartment layout, seen from above.

The interface work spans the dialogue and question-input screens, the journal and clue presentation, interaction prompts during exploration, and the main menu and pause menu — built to support the detective fantasy without turning into visual noise on top of it.

Unscripted — main menu screen, showing the title, the tagline 'Every statement leaves a trace,' and a prototype build label
The main menu — dated 'Prototyp · Juli 2026' in its own build.

Audio was built into the experience rather than left out of the prototype — background atmosphere, sound on the start button and main-menu/pause interactions, and a full intro sequence with sound, including a self-recorded voice-over for that intro.

Built and iterated on directly inside Unity.

  • Unity Engine
  • C#
  • Gameplay Systems
  • Interaction Systems
  • Third-Person Gameplay
  • Camera Systems
  • UI Implementation
  • TextMeshPro
  • Dialogue Systems
  • NPC Interaction
  • Investigation Mechanics
  • Evidence / Clue Systems
  • Inspection Systems
  • Input Handling
  • Scene Management
  • Audio Integration
  • Animation Integration
  • Prefabs
  • Colliders & Triggers
  • Debugging
  • Git-based Project Work

Investigation vs. Interpretation
How much information should the game hand over before it starts solving the case for the player?
Free Input vs. Authored Narrative
How can players ask their own questions while the dialogue stays controlled and narratively coherent?
Camera vs. Interaction
How should the camera move between exploration, body inspection and interrogation without losing the player?
Information Persistence
How should clues stay accessible in the journal without the journal turning into an automatic answer machine?
Atmosphere vs. Readability
How does a dark crime-scene environment stay atmospheric while the evidence inside it stays readable?

01 / Define
Establish the detective fantasy, the player's role, and the design pillars.
02 / Systemize
Translate investigation into interconnected mechanics rather than isolated features.
03 / Prototype
Build the gameplay systems directly in Unity.
04 / Connect
Integrate evidence, dialogue, camera, UI and narrative state with each other.
05 / Test
Identify interaction, readability and technical issues.
06 / Iterate
Refine the experience based on what testing surfaced.

Game design, systems design, narrative and interaction design, gameplay development, Unity implementation, UI/UX, level design, and prototyping and iteration.

01 / Systems Thinking
Designing mechanics as interconnected systems rather than isolated features.
02 / Player Agency
Giving players information without automatically interpreting it for them.
03 / Design + Implementation
Translating design concepts into working Unity systems.
04 / Iteration
Identifying interaction problems and refining the experience in response.
05 / Cross-Disciplinary Work
Combining game design, narrative, UI, level design, audio and technical implementation.