Past For Future
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Past For Future

An interactive story with branching narrative and GPS-based museum exploration, built for Italy's MArTA archeological museum.

Lead DesignerLead DeveloperTeam Coordinator
Client TuoMuseo
Date 2018โ€“2019
Timeline 7 months
Team 5 people
Engine Unity
Platforms iOS ยท Android

Design Decisions

Designed the GPS-triggered discovery mechanic blending location-based gameplay with museum education. Created the branching dialogue system with 4 decision points and 3 unique endings, giving players meaningful agency in the story outcome. Balanced historical content with engaging gameplay through GPS-gating โ€” ensuring players couldn't skip narrative while encouraging multiple playthroughs to experience the full history.

Production Scope

Coordinated a 5-person international remote team through the full 7-month production cycle. Managed the transition from design phase to production, attending stakeholder meetings and aligning creative direction. Took over team coordination in the later stages, acting as bridge between the project director and the creative team.

Technical Contribution

Architected and implemented the entire application in Unity, including the GPS-based content unlock system, branching dialogue engine, and asset integration pipeline. Handled technical research for location services across iOS and Android.

Past for Future is an interactive story, driven by player choice with multiple endings, developed for the MArTA archeological museum of Taranto. Through the narrative, players discover history and cultural information about Taranto and its museum in an engaging, game-like format that includes a GPS tagging feature for location-based content unlocks within the museum.

The Design Challenge

The core challenge was making museum content feel like a genuine game โ€” not a walking tour with buttons. Educational games often sacrifice engagement for information delivery, and I was determined to find a better balance.

My Approach

I designed the experience around meaningful player agency: 4 key decision points with real consequences that branched into 3 distinct endings. GPS-gating ensured players physically engaged with the museum space, while the narrative stakes made them want to explore further. The result was an experience where players spent significantly more time engaging with museum content than traditional visits.

What I Led

Beyond design and full Unity development, I progressively took on the coordination of the creative team โ€” managing the 2D artist, narrative designer and sound designer while liaising with the project director on milestone delivery and creative direction changes.