Design and Implementation of a Unity-Based Experimental Walking Simulation with Dialogue-Driven Interaction and Looping Scene Control
DOI: 10.23977/cpcs.2026.100108 | Downloads: 3 | Views: 23
Author(s)
Hanran Ma 1
Affiliation(s)
1 Chongqing Daoshi Cultural Consulting Co., Ltd, Chongqing, China
Corresponding Author
Hanran MaABSTRACT
This paper examines the design and implementation of a Unity-based experimental walking simulation as a case study in scene control, dialogue-gated progression, and lightweight modular scripting. Although walking simulators are often discussed in terms of atmosphere and environmental storytelling, the implementation logic of small independent projects is less frequently documented. This paper addresses that gap through On the Other Side of the Wall, a first-person interactive work built around constrained traversal, looping reset structures, and embedded generative media. Rather than treating these elements as isolated artistic features, the paper analyzes them as parts of a coordinated runtime system. The study shows that a relatively small set of reusable scripts can support coherent progression and a consistent environmental rhythm without requiring large-scale production resources. By documenting the project at the level of system design, the paper offers a practical reference for low-cost interactive scene development and shows how experimental artworks can produce transferable technical knowledge.
KEYWORDS
Unity; walking simulation; interaction design; scene control; experimental gameCITE THIS PAPER
Hanran Ma. Design and Implementation of a Unity-Based Experimental Walking Simulation with Dialogue-Driven Interaction and Looping Scene Control. Computing, Performance and Communication Systems (2026). Vol. 10, No. 1, 69-75. DOI: http://dx.doi.org/10.23977/cpcs.2026.100108.
REFERENCES
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[3] Jenkins, H. (2004) Game Design as Narrative Architecture. In: Wardrip-Fruin, N. and Harrigan, P., eds., First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, pp.118-130.
[4] Carbo-Mascarell, R. (2016) Walking Simulators: The Digitisation of an Aesthetic Practice. In: Proceedings of the 2016 DiGRA/FDG Conference. Dundee: DiGRA and FDG.
[5] Montembeault, H. and Deslongchamps-Gagnon, M. (2019) The Walking Simulator's Generic Experiences. Press Start, 5(2).
[6] Norman, D.A. (2013) The Design of Everyday Things. Revised and Expanded Edition. New York: Basic Books.
[7] Salen, K. and Zimmerman, E. (2003) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.
[8] Bogost, I. (2007) Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press
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