Back to work

Gunnar Games · Small Town Terrors

Designing a mystery from story to gameplay.

As a junior game designer, I helped shape Galdor’s Bluff through narrative development, world-building, gameplay flow, scene design, and original puzzles.

Small Town Terrors: Galdor’s Bluff

80%+

player approval

Big Fish Games platform

2015

commercial release

Published through Big Fish Games

2

released editions

Standard and Collector’s Edition

The opportunity

Turning an original mystery into an explorable world.

Gunnar Games was developing a new entry in the Small Town Terrors hidden object puzzle adventure series. The experience needed an original setting and mystery that could sustain a complete game while fitting the conventions and audience expectations of the genre.

As a junior game designer, I contributed across narrative and gameplay design. I developed the central mystery, established characters and locations, mapped the player's progression, documented interactive scenes, and designed original puzzles.

The challenge was making these elements work as one experience. Story revelations needed to motivate exploration, environments needed to support specific interactions, and puzzles needed to feel like believable parts of the world rather than disconnected obstacles.

Turning a mystery into a world players could investigate.

01

World

An isolated town shaped by rivalry, illusion, and hidden history.

02

Plot

A magician apparently dies during his greatest performance.

03

Player journey

Investigate locations, suspects, evidence, and relationships.

04

Gameplay

Turn discoveries into exploration, inventory actions, and puzzles.

Designing the game structure

Connecting story, spaces, and progression.

Once the central mystery was established, I mapped the game as a network of locations, narrative events, inventory items, hidden-object scenes, and puzzles.

The map helped the team understand how players would move through Galdor's Bluff and how progress in one location could unlock an interaction somewhere else. It also made dependencies visible early: where an item was discovered, where it would be used, which puzzle blocked the next area, and when important story information should be revealed.

This transformed the narrative from a linear outline into a playable structure the wider team could evaluate and build.

Mapping a playable world.

The production map connected each location with the story events, items, interactions, and puzzles required to move the investigation forward.

Detailed location flow connecting the path to Thurman’s mansion, the town square, and the bridge
A section of the complete game map, enlarged to show the relationships within individual locations.

Map legend

Color identified the content and interaction types coordinated within each location.

Dialogue

Hidden-object scene

Puzzle

Story

Inventory item

Zoom

WOW moment

Designing playable scenes

Translating narrative intent into interaction requirements.

Each location began with its role in the story and the atmosphere it needed to create. From there, I sketched the composition, described important landmarks, and documented how players would interact with the environment.

Working with placeholder artwork, I identified navigation points, close-up views, inventory interactions, puzzle entrances, hidden-object scenes, and narrative items. These specifications gave the art and development teams a shared understanding of what every scene needed to support.

The process moved from a rough idea of the environment to a detailed interaction plan and, eventually, a fully realized scene inside the game.

From narrative idea to playable environment.

The path to Thurman's mansion evolved from an early composition sketch into a detailed interaction plan that guided the final scene produced by the art and development teams.

Initial handwritten sketch for the path to Thurman’s mansion
01Narrative sketch
Placeholder environment annotated with navigation, interaction, and story requirements
02Interaction plan
Finished path to Thurman’s mansion in the released game
03Final game scene

Designing the puzzles

Making mechanics feel native to the world.

I also designed bespoke puzzles that combined clear objectives with the game's themes of magic, machinery, and illusion.

For each puzzle, I documented its purpose, rules, interaction model, feedback, failure conditions, and solution. One concept asked players to rotate a patterned cube and match each face to openings on an ornate trunk. Other designs involved mixing chemicals in the correct sequence, manipulating mechanical panels, tracing electrical circuits, and reproducing patterns of light.

The goal was to make every puzzle understandable on its own while ensuring it still felt connected to its location and the broader mystery.

Turning a mechanic into a playable puzzle.

Players rotated a patterned cube to find the face matching each opening, releasing the trunk's six latches one at a time.

Trunk puzzle concept showing six locked openings
01Puzzle objective
Rotating cube mechanic and the different patterns on each face
02Interaction rules
Finished trunk puzzle in the released game
03Implemented puzzle

Project outcome

From an early concept to a released game.

Small Town Terrors: Galdor's Bluff was released through Big Fish Games in 2015. The finished game retained the central mystery, world, characters, progression, and puzzle concepts developed during preproduction.

Following its release, the game received approval ratings above 80% from players on the Big Fish platform. Sales exceeded expectations, contributing to its release as a Collector's Edition.

For an early-career project, it gave me experience contributing to a complete commercial production. I learned that clear documentation was essential for carrying design intent across narrative, art, and development—especially when another discipline would ultimately turn an idea into the finished experience.

Defining the relationships between narrative, environments, inventory, progression, and interaction also introduced me to a more systems-oriented way of thinking—one that would later become central to how I approached product and experience design.

The released experience

Galdor's Bluff in motion.

The official trailer brings together the mystery, environments, characters, hidden-object scenes, and puzzles developed for the final game.