
Best Game · Best Narrative · Best Art - GGJ Valencia 2026
A story about people who mask their loneliness instead of facing it, told almost entirely without dialogue.
Wrote the story and its three-chapter structure.
Mapped the theme into emotional states and, with the art team, into a colour system.
Designed the interactions that carry each story beat.
Emotions became a colour system
The theme is loss of identity. Each emotion got a colour, so the whole team shared one shorthand for the tone of every scene.
Joy · yellow
Sadness · pale blue
Fear · purple
Panic · black
Anger · red
Three chapters, three player roles
CHAPTER 1 · OBSERVE
The Coin
The player watches. Gwen finds a coin, enters the shop and is offered the mask.
CHAPTER 2 · INVESTIGATE
A Future With Sole
Through the mask, the player pieces together memories: a photograph, a clipping, an untouched bedroom.
CHAPTER 3 · CHOOSE
Do We Have a Deal?
The confrontation. Keep hiding behind the mask, or face what is underneath.
The mechanic is the line of dialogue
With no time to write and polish a dialogue tree, the emotional beats moved into the interactions. A blurred photo that only resolves when the player drags it into focus says that this memory is being confronted.
References: Florence, …and Roger

One choice, two endings
UNVEILED · STORY STRUCTURE

What I changed after players tried it
PROBLEM
A player finished the game unsure whether they had found every ending.
CHANGE
We shipped an update that clarifies how to unlock the other endings. We have made the ‘run away’ option more visible and increased the clock’s countdown time to help users better understand the two options.
WHAT I LEARNED
The importance of timing and the size of on-screen objects in communicating an idea more clearly to the player.
Read the writing
Unveiled tells Gwen's story in 13 beats across three chapters and two endings, with no dialogue: each mechanic is chosen to evoke the emotion of the moment.




