Turnstone Pass
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Field notes
From under the stones
How the cases get made, and why each one is set where it is.
08
Why Case 2 Is Called Pereybere
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07
The Tragedy of Making a Mystery Game
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06
Why Small Details Make the Best Clues
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05
Why Case 1 Is Called Teide
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04
The Case of the Silent Elevator
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03
Detective Game Design: Clues, Lies, and Probability
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02
The Art of Narrative: Creating a Digital Investigation Experience
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01
Why “Teide: Silent Gambit” Has No Hint Button
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