In Week 6, I started to further organise the direction of my project and officially named it Behind the Page. This title fits my project concept because I want to express the idea that what the player first sees is only the front side of the page, while the important memories, emotions, and truth may be hidden behind it. The title also suggests the main relationship in my project: the surface of memory is not always complete, and only by changing the viewing angle can hidden information be discovered.

This week, my main focus was to turn my previous rough ideas into a more systematic interaction structure. In the past few weeks, I had already confirmed my interest in pop-up books, 2D/3D visual transitions, and interactive storytelling. However, the gameplay structure was still not very clear. Therefore, this week I started to think about how the player could take part in this memory book: what they could do, and how these interactions could help them understand the story.
Ideas


[Early interaction ideas for the project]
This image shows my early thinking about the project’s interaction methods, including perspective switching, hidden object interaction, text transformation, page turning, and memory fragment collection.
The core of my project is still based on memory and hidden information. At the beginning, the player will see a 2D front-facing scene, like a page in a book. This scene may look flat, simple, and complete. However, when the player switches to a 3D view or clicks on certain hidden objects, they will discover more information behind the scene. In this way, the player’s understanding of the scene will gradually change through interaction, and memory will no longer feel like a fixed or single result.
Interaction Mechanics
When organising these ideas, I divided the project into several main interaction directions. The first one is perspective switching. The player can switch between a 2D page view and a 3D pop-up book space, moving from the surface memory into a hidden memory layer. This mechanic is not only used to show a 2D/3D transition effect, but also connects to the narrative theme of the project: the same memory can be understood differently from different viewing angles.
The second interaction direction is hidden object interaction. The player can click on objects in the room, such as a toy box, window, door, or the space under the bed, to find sounds, images, notes, or text fragments. These pieces of information may not explain the whole story immediately, but they can slowly guide the player to notice details that were ignored in the memory.
The third direction is text transformation. I imagined that the player could click or drag keywords to change the meaning of a sentence, for example, safe → silent, everyone → someone, and remember → forget. This mechanic made me think that language can not only record memory, but also change the way memory is understood. A small change in one word may allow the player to reinterpret the same scene.
In addition, I also considered the functions of page turning and memory fragment collection. After completing one memory scene, the player can move to the next page, as if entering another layer of memory. The photos, sounds, notes, or word fragments collected by the player may not always form a complete truth. This can show the fragmented, uncertain, and subjective nature of memory.


[Interaction planning diagram]
To make the player experience clearer, I also organised the project into a more structured player journey / prototype flow. In this flow, the player first opens the memory book and sees a 2D room scene. Then they click on objects, switch to a 3D view, discover hidden information, collect memory fragments, and finally turn to the next page. Through this process, I started to move the project from an abstract concept into a demo structure that can be made and tested.
Flow

[Player journey and prototype structure diagram]
This image shows the basic flow of the player’s experience, from opening the memory book, exploring the room, switching perspective, discovering hidden information, collecting fragments, and turning to the next page of memory.
During this week’s concept development, I also looked at several games with similar mechanics. First, The Plucky Squire was an important reference for my project because it uses a storybook as its main visual structure and allows the character to move between a 2D page world and a 3D space. This transition from page to space is very close to the pop-up book memory space I want to explore.

Secondly, Monument Valley helped me think about how perspective can affect the player’s understanding of space. The game uses visual illusion and impossible spaces to create puzzles, which shows that “changing the way of seeing” can become part of the gameplay mechanic. Finally, Gorogoa also inspired me. It uses the arrangement and combination of image panels to develop its narrative, which helped me realise that nonlinear storytelling does not always need a large amount of text. It can also be created through images, fragments, and player actions.

Through this week’s development, I became clearer about the interaction logic of Behind the Page. This project is not only about letting the player watch a linear animation. Instead, I want the player to take part in reconstructing memory through clicking, exploring, switching perspective, and collecting information. The 2D and 3D transition is also not just a visual effect, but is directly connected to the narrative: different ways of seeing can create different understandings, and memory itself may not always be completely reconstructed.
For the next step, I need to choose the most suitable mechanics for a short demo. Because the project time is limited, I cannot complete all the functions at once. Therefore, I need to focus on the most important core experiences, such as 2D/3D perspective switching, object clicking, and discovering hidden information. After that, I will start to design the first specific room scene and turn these interaction mechanics into a playable game prototype.
References
The Plucky Squire
https://store.steampowered.com/app/1627570/The_Plucky_Squire/
Reference reason: storybook structure and 2D/3D world switching.
Monument Valley
https://www.monumentvalleygame.com/
Reference reason: perspective change, spatial understanding, visual illusion, and puzzle mechanics.
Gorogoa
https://www.annapurna.com/interactive/gorogoa
Reference reason: image panels, fragments, and nonlinear storytelling through player interaction.