Pedagogical narrative design in Unreal Engine: the player finds source material, interprets it, and uses that understanding to progress.
Format: Educational adventure · Unreal Engine
Role: Original concept & game design · narrative design · dialogue design · Blueprint scripting & implementation
Focus: Pedagogical game design · stateful dialogue · quest design · research-driven writing
The brief was to create a church-commissioned educational adventure that could teach Christian ideas without reducing them to exposition or trivia.
I decided the game should solve that through its core progression loop: find → read → interpret → apply. The player would gather source material, work out what it meant, and use that understanding in gameplay. That decision became the core structure of Logos.
In this sequence, the player recovers three scattered Gospel pages and uses them to challenge the island's lord.
Flow: investigate → find → read → interpret → confront
Player understanding, not inventory possession, drives progression.
The island-lord confrontation is built around three recovered passages.
Three themes: greed · favoritism · titles
For each passage, the lord asks the player what they think it means.
The correct interpretation connects the passage directly to the lord's behaviour and advances that part of the confrontation.
The wrong answers are not throwaway jokes or obviously incorrect choices. They offer plausible alternative readings.
Wrong interpretations receive in-character responses and can even reinforce the lord's existing worldview.