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    Personal Games

    The Journey: building a pixel-art browser adventure

    A personal browser game turning a Bangladesh-to-Australia story into six chapters, with adventure and story modes, saved checkpoints and touch controls.

    My role

    Personal project creator, responsible for the story, product scope and playable browser experience, with AI-assisted creation.

    The Journey cover showing a pixel-art character above Sydney Harbour at sunset, with the words One suitcase. Six chapters.
    The game’s existing cover art, connecting its personal story to the Sydney setting.

    The product idea

    The Journey presents a personal story from Bangladesh to Australia as a pixel-art browser adventure. The challenge was to make that story accessible to people who wanted to play and people who wanted to follow the narrative.

    The six-chapter structure gives the experience a defined scope. It turns the story into a sequence of playable and readable moments rather than an open-ended game.

    My responsibility

    As the creator, I owned the personal story and the browser experience: how visitors enter, choose a mode, unlock access and continue through the chapters. The project brings product scope and hands-on implementation into the same piece of work.

    AI assistance was part of creation. I owned the product scope and the designed adventure and story experience.

    Product decisions visible in the game

    Adventure and story modes provide two ways into the same personal narrative. The choice recognises that a visitor may be interested in the story without wanting the same level of gameplay interaction.

    Both modes share an email unlock. That introduces a step before the experience begins, so it is part of the onboarding trade-off. The public entry needs to make the requirement clear before a visitor chooses to start.

    Keyboard and touch controls support different browser contexts. Saved checkpoints provide a way to continue rather than requiring the entire six-chapter journey to be completed in one sitting.

    What was delivered

    The site hosts the six-chapter game on its canonical /the-journey route. The shipped experience includes the mode choice, shared email unlock, pixel-art worlds, keyboard and touch interaction, and saved checkpoints.

    These behaviours provide useful acceptance criteria: the chosen mode should survive the unlock flow, inputs should work in their supported browser context, and returning players should be able to continue from saved progress.

    Delivered capabilities

    • Six chapters following a personal Bangladesh-to-Australia story.
    • Adventure and story modes with a shared email unlock.
    • Keyboard and touch controls for the browser experience.
    • Saved checkpoints for returning players.

    Explore the evidence

    Project scope

    A personal project covering six chapters, two modes, browser input and checkpoint recovery.

    Both adventure and story mode begin with a newsletter email unlock.

    Product foundation

    Next.js · TypeScript · Canvas

    Explore The Journey