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.
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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