Narrative Game Design  ·  Jan – Feb 2023

Not-Real-Human BookClub

A narrative-driven puzzle adventure game that explores themes of memory, identity, regret, and self-discovery through an infinite library suspended between life and death.

When January 2023 – February 2023
Role Game Designer & Narrative Designer
Team Individual Project
Contribution
Game DesignNarrative DesignWorld Building Character DesignEnvironmental Storytelling Concept Art DirectionAudio Research Level DesignPresentation Design
Tools & Skills
FigmaStoryboardingNarrative Design World BuildingCharacter Development Environmental DesignGame Design Documentation Concept Development
Status Concept Pitch Completed
Not-Real-Human BookClub — grand infinite library atmospheric shot
Puzzle Game Genre
Puzzle Adventure
Memory Narrative Focus
Memory & Identity
1st
Person
Play Perspective
∞ Library Core Environment
Between Life & Death

A library that exists outside of time

I've always been fascinated by stories that explore the relationship between memory, identity, and the choices that shape our lives. Inspired by speculative fiction and atmospheric storytelling, I wanted to create a game that combined environmental exploration with emotional narrative discovery.

The result was Not-Real-Human BookClub — a first-person puzzle adventure set within an infinite library existing outside of time and space. Players slowly uncover the truth about themselves through exploration, clues, and fragmented memories.

Create an immersive narrative experience where players uncover a mystery while reflecting on the impact of life's choices.

A story told through exploration, not exposition

Unlike traditional puzzle games that focus primarily on mechanics, this project centered on emotional storytelling. The player takes control of Eury Dyce, a 25-year-old woman suffering from amnesia who awakens inside a mysterious library. A shadowy figure known only as The Librarian guides her through a world where time has stopped at midnight.

As players explore, they are confronted with increasingly important questions:

Who is Eury?
Why is she trapped here?
Why is time frozen?
What happened before she arrived?
Is she already dead?

A world with its own rules

The setting is an infinite library existing beyond conventional reality. The world follows familiar physical laws, but with subtle alterations that create a dreamlike atmosphere.

🕛

Time is frozen at midnight

The clock never moves. The library exists in permanent, eternal stillness.

💧

No biological needs

Characters do not require sleep, food, or water — signaling displacement from ordinary life.

🌙

Reduced gravity

Lighter movement encourages vertical exploration and creates a floating, surreal sensation.

🍞

The scent of burnt toast

A persistent, subtle narrative clue hidden within the atmosphere — important to the final reveal.

The library is the story

Rather than delivering the story through cutscenes, I focused on environmental storytelling. Each section of the library represents a different fragment of Eury's memories — players uncover information by exploring shelves, reading books, and collecting hidden clues.

Black & White

Earliest memories — faded, detached, unresolved.

Warm & Green

Moments of comfort, growth, and connection.

Normal

Everyday life — the ordinary made significant by context.

Messy

Chaos, conflict, regret — the emotional turning points.

Tidy

Resolution and clarity — the final truth waiting to be found.

Every discovery feels earned

The primary gameplay loop combines exploration, puzzle-solving, and narrative discovery. By linking gameplay progression directly to narrative progression, every clue found carries emotional weight.

1

Explore the library

2

Search books for hidden clues

3

Solve environmental puzzles

4

Uncover Eury's forgotten memories

5

Find the Last Book — and the truth

Building the library in Unity

The 3D environment was constructed in Unity, translating the narrative zones into explorable spatial experiences. Each development screenshot captures a different stage of the library's construction — from early blocking to full bookshelf architecture.

Unity — early scene setup and lighting Unity — library interior overhead view with reading areas Unity — bookshelf maze layout and navigation paths Unity — library cross-section showing vertical shelving

Walk through the library

A first-person walkthrough of the Not-Real-Human BookClub library environment — built in Unity and captured in 360°.

Drawn from real libraries and fantasy worlds

The visual direction was heavily inspired by libraries found in fantasy literature and atmospheric exploration games. I researched library architecture, book layouts, and environmental storytelling techniques to create a setting that felt both expansive and intimate.

Visual moodboard research drew from the library environment in Stray — particularly its use of vertical shelving, winding pathways, and atmospheric lighting. Concept explorations covered shelf arrangements, reading alcoves, environmental landmarks, and the distinct visual language of each memory zone.

Sound as atmosphere

Audio played an important role in establishing the feeling of existing within a timeless, reflective space. The soundscape layers environmental and musical elements to reinforce emotional immersion.

🕐 Clock ticking
💨 Wind effects
📚 Book interactions
☕ Café jazz
🎵 Dark academia music
🌿 Ambient environmental sounds
🎻 Ambient instrumental tracks

Inspired by The Midnight Library

The project was primarily inspired by the novel The Midnight Library by Matt Haig, which explores alternate lives and the consequences of personal choices. I was particularly interested in adapting its emotional themes into an interactive medium — allowing players to uncover the story themselves through exploration rather than passive observation.

The concept also drew from how real-world libraries are represented in games as spaces for reflection, mystery, and learning — places where time feels suspended and every corner holds a potential discovery.

Four lessons from building a narrative world

01

Environment can become a storyteller

World design communicates narrative information without relying on dialogue or exposition — the space itself carries meaning.

02

Mystery drives exploration

Giving players unanswered questions encourages curiosity and deeper engagement with the world they're inhabiting.

03

Atmosphere is built through many small details

Visual design, sound, environmental clues, and world rules work together to create emotional immersion that no single element could achieve alone.

04

Narrative design benefits from strong world-building

Establishing clear rules for a fictional world makes even surreal environments feel believable and internally consistent.

Not every library holds books. Some hold the stories we never finished living.

Not-Real-Human BookClub explores how interactive media can encourage players to reflect on memory, identity, and the choices that shape who we become. By combining environmental storytelling with puzzle-driven exploration, the project demonstrates how games can create meaningful emotional experiences while encouraging curiosity, empathy, and self-reflection.