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Jury Duty

Project type

Experimental Game

Date

December 2025 - February 2026

Role

Narrative Designer / Production

Game Design Documentation

Forum Thread

Acting as a detective/border agent/ investigator the player must review documents. If a document is valid, the light will blink green twice. If a document is invalid, it will blink red. The player will be able to tilt documents/IDs to check validity. Validity will be determined by either inaccurate information, or a green mark on the paper or red for invalid

Playing as a detective, the player must determine the validity of witnesses' identities- allowing the wrong witnesses in might result in the press releases that damage the integrity of the case.

Feature Set: Utilizing a unique controller scheme complete with;
Tilt Mechanics - ID Validation, builds off Inspection System
Inspection System - ID’s
Detain/Release Buttons
Voice Activated Commands: Denied, Proceed, Stop, Next Person
Document Checking
Entrancing Narrative
Mystery Focus - Become an undercover detective in a courthouse to root out press and other informants!
Utilise new mechanics in order to get to the bottom of the case!

Partner Project:
For our task, we were to create an experimental project in which we would utilize unique controllers and mechanics in order to create an unconventional game in a variety of forms. I found the task daunting, and was rather relieved when I found out we had the option to work with partners. As someone who excels in production, narrative and any and all written work- I do not thrive as well at all within the game engine, so working alongside someone who had better experience in this than I did worked exceptionally well for our project.
I would handle the narrative and production end, while my partner would handle the more engine heavy parts. At the end of each lesson, we would compare work and explain what the other had done so the other could develop a better understanding of the work their partner was doing.

Production: I created to production outlines to be used over a course of four weeks. Conversing with my partner, I created a set timeline in which certain aspects of the project would be completed by. This worked brilliantly the first four weeks. When we sat down at the end of the first four weeks, we talked about what was expected to be done in the following four weeks and met bi weekly to discuss development progress.

Narrative: Tasked with constructing a narrative for the project in addition to working on the production, I studied similar games with the same premise of interviewing, reviewing documents, and approving or denying people access. From these games, I was able to construct a narrative to play well alongside the gameplay. I gave the player a purpose, plot, and more insight into the story.

I think the narrative could have been more in depth, however I wasn't sure how much we could plausibly complete in the time we had, so I created something that wouldn't be too intensive and overwhelming to the player. I created a variety of characters with varying temperaments and purposes.

USA: 630-808-7159

© 2026

© Peyton Alexandra Epright 2026

USA

Chicago, IL 60514

Cape Coral, FL 33914

England

Stoke-On-Trent ST1 4NE

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