Case study / 2026 — Educational game

Holy
Week.

A browser-based investigative detective game set during Holy Week in Jerusalem. Four acts. Sixteen cases. One truth — told across desktop, mobile, 2D and 3D interfaces.

The brief

Detective
storytelling.

Build a respectful, playable investigation of the events of Holy Week. Players move through scenes in first-century Jerusalem, interview NPCs, collect evidence in three-dimensional environments and connect biblical prophecies to their fulfilments. The same story is told through four parallel interfaces — each one revealing a different facet of the world.

Holy Week — main launcher
00 / Launcher

One hub.
Every act.

A single landing page routes players into the live mobile build, the in-progress desktop prototype, the 2D variant, and the tools that built them. Designed as a launcher first — everything one tap away, nothing hidden behind menus.

Holy Week — Act 1 map
01 / Act map

Four acts.
Sixteen cases.

The Act Map is the player's home base. Cases unlock as evidence and witnesses accumulate, with progress carried forward between sessions. Each act surfaces a different region of Jerusalem — the Temple courts, the Upper Room, the Garden, the walls.

Holy Week — Case 1 scene
02 / Scene

Walk the
city.

Three.js scenes for the Temple, Upper Room, Garden and city gates. Cannon-es handles physics, Howler delivers spatial audio, and NPCs run on Ink-authored branching dialogue. Players explore, examine, and interview — every object is an evidence opportunity.

Holy Week — case file
03 / Case file

Evidence,
organised.

The case file is the player's notebook — items, documents and testimonies logged in real time as they're discovered. Filter by type, weight, or source. Contradictions surface as Doubt; consistent patterns build the Investigation Score.

Holy Week — Lab deduction
04 / Lab

Compare.
Conclude.

The Lab is where evidence earns its keep. Players pair items, build timelines, and spot contradictions. Successful pairings raise the Research Score; incorrect links add Doubt and reshape faction reputation with the Scribes, Temple, Romans and locals.

Holy Week — Codex prophecies
05 / Codex

Prophecy
& fulfilment.

The Codex is where Scripture meets evidence. Players match prophecy to fulfilment across multiple cases — surfacing hidden chains like Passover Lamb, Psalm 22, the Day of Atonement, the New Covenant, and Resurrection.

Core Systems

Investigation loop
Engine / Loop

Case Manager

Sixteen cases across four acts. Each case tracks evidence, witnesses, deductions, and prophecy links — closing only when every thread is researched and every clue collected.

Engine / Evidence

Evidence System

Items, documents and testimonies are logged, weighed and cross-referenced. Contradictions surface as Doubt; consistent patterns build the Investigation Score.

Engine / Deduction

Deduction Engine

Lab puzzles compare, categorise and timeline evidence. Successful pairings raise the Research Score; incorrect links add Doubt and reshape faction reputation.

Engine / Narrative

Ink Dialogue

WhatsApp-style conversations authored in Ink. Witnesses reveal testimonies, evidence, and prophecy rumours through branching dialogue trees.

Engine / World

3D World

Three.js scenes for Jerusalem — the Temple, the Upper Room, the Garden, the city walls and gates. Cannon-es physics, Howler spatial audio, Fireworks resolution.

Engine / Lore

Codex & Prophecies

Match Scripture evidence to Fulfillment evidence. Hidden chains surface across multiple cases — Passover Lamb, Psalm 22, Day of Atonement, the New Covenant, Resurrection.

Four Platforms, One Story

Interfaces
Desktop / WIP

Desktop

Full 3D experience with globe map, HUD panels, keyboard and mouse controls. Built with Three.js, Cannon-es, and Ink narrative scripting.

Launch desktop ↗
Live / Mobile

Mobile

Mobile-first interface with touch controls, streamlined panels and the full investigative loop. The primary play surface for the project.

Launch mobile ↗
Prototype

Mobile 2D

Two-dimensional variant of the mobile experience. Faster to load, easier to teach with — useful for classrooms and slower devices.

Launch prototype ↗
Prototype

Mobile 3D

Three-dimensional mobile experience with the deduction engine inlined. A bridge between the desktop and mobile interfaces.

Launch prototype ↗

Impact

4Parallel interfaces
16Cases across four acts
3Scoring tracks
5Hidden prophecy chains
01 — Honour

Four factions

Standing with the Scribes, Temple, Roman garrison, and locals. Honour hits zero and the case goes cold.

02 — Doubt

Global pressure

Failed challenges, sloppy deductions and incorrect prophecy links all add Doubt. Final score is reduced by Doubt × 2.

03 — Research

Persistent score

+20 RP per completed prophecy, +25 per hidden chain. The deeper the case, the higher the Research rank.

Technical stack

Three.jsCannon-esInkHowler.jsFireworks.jsWebGLWeb AudioService WorkerStatic HTML / CSS / JS

Behind the scenes

The tools behind
the game.

Explore all tools ↗

Building Holy Week also meant building tools to create its characters, organise the investigations and shape its world. Explore the browser-based workshops behind the finished experience.

Case Checker showing The Missing Donkey, witness cards and evidence connections
Trace the investigation

Case Checker

Follow the connections between witnesses, evidence, deductions and prophecies to see how a case reaches its verdict.

Open Case Checker ↗
3D Character Builder showing the Senior Scribe and facial controls
Build the cast

3D Character Generator

Shape faces, clothing and accessories, preview characters in 3D, and export assets for the game.

Open 3D Character Generator ↗
Jerusalem world workshop showing the city model, surrounding terrain and editing controls
Shape the world

Jerusalem Builder

Work with the Jerusalem reference model, extend the terrain, place city objects and prepare independently loadable world panels.

Open Jerusalem Builder ↗

More from the workshop