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