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Toona

A tablet-first exploration game with no timers and no fail states. Built to be held in two hands, which decided most of the composition.

Toona scene art
SPEC
ROLE Game design, art, programming
ENGINE Unity, C#
PLATFORM iPad, Android tablets
SHIPPED 2015

The brief

A game that rewards curiosity rather than reflexes and reads well on a device held in two hands. Nothing that punishes stopping to look at something.

How it was built

The world is a set of connected scenes, each with its own light and colour signature, so progress is felt visually instead of through a bar. Characters are simple high-contrast shapes — cheap to animate, and they survive being scaled down to a thumbnail.

What it left behind

A complete tablet title, plus a scene-loading and animation pipeline we reused on two later projects.

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