Multimedia Designer
DAWNING
Dawning is an adventure game designed and developed by Ruotong Cui, Wei Cai, and Ruiqi Zhang. Set in a dystopian world, the game portrays a society where individuality is erased, and strict obedience to authority is enforced. Those who deviate from the norm risk dire consequences, including capture or death at the hands of the guards. To escape this oppressive system, players must navigate the rigid rules imposed by the authorities, experiencing firsthand the tension between conformity and survival.
*Many models used in this game are sourced from online assets.
STORYLINE
The protagonist, a middle school student controlled by the player, is unexpectedly pulled into a parallel world due to a time disturbance. In this realm, everything is governed by the Regulator, and all citizens must obey its commands. A system voice from the sky informs the player that the gate of time and space opens only at dawn—offering the only chance to escape...
GAME FLOW
STARTING POINT & TUTORIAL LEVEL
As the player begins their journey, the system voice immediately welcomes them and provides background information about their current location. Moving forward, the player receives instructions on how to adjust their view, run, jump, and crouch.


LEVEL 1: OBTAINING THE MAP IN THE SCHOOL
Upon reaching a certain point, the system voice is triggered again, instructing the player to first obtain the world map in a school. A countdown begins, indicating that only thirty minutes remain until dawn.


1. Enter the school, and players will see there are guards and cameras in the hallway.
2.To make the guards leave, follow the instructions and enter the green-lit room first. Observe the students' behavior carefully.

3. Enter the red-lit room and press F to command students sit or stand. Arrange students in the red-lit room to mirror the positions of those in the green-lit room.
LEVEL 2: FOLLOW THE ACTIONS OF OTHER CITIZENS
The map reveals the route to the gate. To reach it, players must mimic the actions of other citizens to navigate through a heavily guarded area.


LEVEL 3: MORAL CHALLENGES
Players will have the opportunity to take a car to reach their destination more quickly. While driving, they will encounter a group of children who have broken the rules by running a red light. In this world, hitting them is considered acceptable, but doing so will significantly reduce the remaining time, drastically lowering the player's chances of escaping.



CONCLUSION
OUR MISSION
By creating an extreme social environment within the game, we aim for players to experience the pain and helplessness of being controlled and forced to obey. This experience is designed to provoke critical thoughts about "sameness," encouraging players to reflect on personal independence, free will, and human diversity.
In the third level, players are challenged to resist social conformity. If they choose to hit the group of children, just as the other car did, it signifies that they have already been influenced by this world and have become part of it—greatly reducing their chance of escape. We hope that players will uphold their moral standards even when placed in an extreme environment.
WHAT WE LEARNED
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Technical Skills: Proficiency in Unity was essential.
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Clear Instructions: Through multiple rounds of user testing, we learned the importance of providing clear instructions at every step of the player’s journey. Without proper guidance, players can easily become lost in an open-world map.
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Balanced Challenges: Players enjoy challenges, but harsh punishments for failure can be discouraging. If the consequences are too severe, players may become hesitant to continue progressing.
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Unpredictable Choices: Since this is an open-world game, player choices are often unpredictable. It’s crucial to anticipate various possibilities for how players might attempt to reach the gate and design accordingly.