Game Dev. Log’s
🛠 Dev Log #0 – Building the Foundation
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Welcome to the first official development log of my narrative-driven point-and-click adventure game! Let’s call Project R for now.
While I won’t be revealing the core story just yet ( to avoid spoilers and keep the concept safe ) I can share that it revolves around a former investigative journalist who lost everything after a career-ending mistake. He now finds himself cleaning floors and drinking away regret… until something happens that pulls him back into the shadows of truth.

🎬 Story & Dialogues
This is not just a visual game; it’s a dialogue-heavy, emotionally driven experience.
So far, I’ve written:
-Over 30 pages of main story
-More than 450 lines of branching dialogue
Every line matters. Every conversation holds weight. The world won’t save itself, you’ll have to ask the right questions to uncover what’s being hidden.
🧱 World Design
I’m using a real-world area of Richmond, London as inspiration for my game environment. Everything is being hand-modeled in Blender, then exported to Unity. From pubs to bridges, every location in the game is shaped with care and built for narrative depth.
Some scenes are built with an isometric perspective, while others ( like indoor spaces ) will switch to a side-view angle, inspired by games like Runaway. This hybrid camera style adds variation while keeping gameplay intuitive.
🎮 What to Expect
No inventory puzzles. The game is about observation, conversation and connection.
Low poly art style; for style, clarity, and better performance.
Fully hand-crafted map; featuring pubs, apartments, cinema, riverbanks and more.
Emphasis on realism; birds scatter as you approach, foxes roam the streets at night, NPCs respond naturally.
This is just the beginning. More visuals, dev insights and sneak peeks coming soon!
Stay curious,
Kivanc.
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- Dev Log #01 – The World Outside His WindowThere’s something about drawing in silence when the only sound you hear is the wind brushing against the leaves, and the occasional footsteps behind you. That’s how this sketch came to life. I sat in front of the building that would later become the protagonist’s home. Not just a home, really ; a capsule of… Read more: Dev Log #01 – The World Outside His Window
