THE OTHER TO THE PLACE

Encoded Space

Castle narrative prototype

A short first-person game where rooms, clue objects, dialogue, and choices gradually expose a family story.

Context
Tsinghua × 37 Interactive Entertainment workshop
Media
3D game · UI system · playable build
Site
Castle narrative world
Gothic attic loading-screen background Green bedroom loading-screen background Dark bedroom loading-screen background Gothic garden loading-screen background Gothic kitchen loading-screen background Library bedroom loading-screen background Gothic rooftop loading-screen background
Loading-screen backgrounds · changing every three seconds

Exploring family history within the castle.

The story prototype draws on Shirley Jackson’s novel We Have Always Lived in the Castle, retaining its uneasy domestic atmosphere and questions surrounding the family’s past.

The team distributed the family’s history across rooms and clue objects for players to discover. Reading, collecting, dialogue, and choices reveal the story and give players reasons to revisit rooms with new information.

Castle exterior in the playable prototype
Arrival · exterior establishes isolation
Father character speaking to the player
Dialogue · characters redirect interpretation
A readable clue describing arsenic in the kitchen
Readable clue · evidence enters the story system

Interaction systems for exploration, dialogue, and choice.

01

Approach

Spatial triggers detect a player or an interactable object.

02

Dispatch

Story controllers call dialogue, reading, pickup, choice, or minigame events.

03

Respond

UI states pause, reveal, or redirect the player's next action.

04

Persist

Session and world state record clues, choices, and level progress.

Dialogue

Character encounters

Approaching a character triggers dialogue, with the dialogue manager loading the relevant content.

Readable objects

Evidence inspection

Books, notes, and clue objects open dedicated reading states without leaving the scene.

Choices

Branching response

Selected answers are recorded as story state for subsequent events to reference.

Inventory

Pickup and memory

Collectable items connect object interaction with persistent session data.

Minigames

Embedded actions

Players complete short interactive tasks during exploration to advance local story events.

Navigation UI

Loading and pause

Menu, loading, pause, and confirmation interfaces support transitions between gameplay states.

Small games and hidden routes carry the story forward.

Short minigames connect story events, while hidden routes within the castle invite further exploration.

The sugar-bowl episode: a music-and-rhythm minigame.

This minigame draws on the novel’s sugar-bowl poisoning: Merricat puts arsenic in the sugar, killing several family members, and her sister Constance is acquitted after standing trial. The game omits Uncle Julian to simplify the narrative and adapts the sugar-bowl episode into a music-and-rhythm interaction that connects and advances story events.

Start screen of the music-and-rhythm minigame
Music-and-rhythm minigame · a playable reconstruction of a hidden narrative event

Finding a shared frequency.

The second minigame uses song within the sisters’ relationship as the basis for a shared-frequency task. It is the team’s interactive adaptation of that relationship.

In the novel, village children taunt Merricat with a rhyme about the poisoning, associating song with hostility toward the sisters. The game uses the shared-frequency task to express a connection between them and advance the story through sound.

Start screen of the shared-frequency minigame
Shared-frequency minigame · translating public dissonance into a playable search for connection

Exploring a hidden passage.

A passage is concealed within the castle’s domestic spaces. Players need to explore carefully, find its entrance, and pass through to continue. Finding the route is part of progressing through the story.

A concealed passage discovered behind a door in the castle game
Hidden passage · exploration opens a route the interface does not announce
Objects and clues found in the rooms gradually reveal the family’s past.

The interface separates exploration, reading, and decision-making.

The interaction interface and its visual states preserve the dark printed aesthetic while making very different actions, such as reading a clue and choosing a response, immediately distinguishable.

Main menu interface for the castle game
01 · Main menu
Exit confirmation interface for the castle game
02 · Exit confirmation
Loading transition interface for the castle game
04 · Loading transition
Pause interface for the castle game
05 · Pause
Return-to-menu confirmation interface for the castle game
06 · Return-to-menu confirmation
Dialogue interface for the castle game
08 · Dialogue
Diary-strip interface for the castle game
10 · Diary strip
Choice interface for the castle game
12 · Choice

Asset selection, preparation, and scene integration.

The main-use library contains 60 GLB files. Their retained metadata identifies 57 as Tripo/VAST AIGC outputs and three as Blender exports. Production involved generating objects, then selecting, naming, cleaning, combining, and placing them in scenes.

01

Generate

Create candidate props and furniture with Tripo3D.

02

Curate

Sort assets by room, clue function, and production priority.

03

Prepare

Clean and combine selected objects through Blender exports.

04

Integrate

Import, light, collide, and connect assets to Godot interactions.

Array of 3D assets created for the castle game
Asset array · selected props, furniture, and environmental elements created for the castle prototype
Interactive kitchen table with highlighted objects
Kitchen prototype · interactable props
Burnt version of the kitchen environment
Transformed kitchen · narrative state through scene variation

Technical architecture and prototype implementation.

Planned architecture

The Godot report proposes modular levels, reusable interaction templates, signals, clue systems, and a kitchen-first production sequence.

Implemented prototype

The project includes scripts for session and world state, story controllers, dialogue, doors, pickups, readable objects, choices, video triggers, and minigame interactions.

A player choice presented over the kitchen scene
Playable choice interaction · captured from the Godot build
Gameplay video · Encoded Space