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Lead Game Design · Cultural Narrative · Game Jam

REBIRTH OF WOOD
ON FIRE.

A 2D puzzle platformer where light awakens a forgotten puppet theatre.

A traditional puppet suspended in the light of a forgotten theatre
Role
Lead Game Designer
Project Type
48-Hour Game Jam / Team Project
Genre
2D Puzzle Platformer
Focus
Game Design · Creative Direction · Puzzle Design · Cultural Storytelling
Theme
Everything Is Alive
Team
8 members

Created for the CiGA Game Jam theme “Everything Is Alive,” Rebirth of Wood on Fire is a 2D puzzle platformer set in the ruins of a burned puppet theatre.

Players control a lone puppet who uses candlelight to awaken forgotten stage props, restore pathways, and gradually bring an unfinished performance back to life.

The puppet theatre environment illuminated by fire

How can light become both a gameplay mechanic and a metaphor for revival?

I designed light as more than a tool for solving puzzles. In the game, illumination represents awakening: dormant wooden objects regain movement, function, and life when exposed to candlelight.

Chinese puppet theatre

We interpreted the theme Everything Is Alive through the idea of a forgotten puppet theatre. Traditional Chinese wooden puppetry inspired the visual language, environment, and central interaction of the game.

Wood became a symbol of memory, while light represented revival. The stage became the space where these ideas could be transformed into playable interactions.

WOOD

Memory · Material · Dormancy

LIGHT

Awakening · Interaction · Life

STAGE

Performance · Progression · Revival

Light-Based Awakening

  1. 01Dormant
  2. 02Illuminate
  3. 03Awaken
  4. 04Interact

Candle resource management

  • props have dormant / awakened states
  • candlelight activates them
  • candle wax is limited
  • awakened props become moving platforms / spring mechanisms / stage objects
Design diagrams showing how candlelight activates platforms and puppet theatre props
STAGE 01 — DISCOVER

Learning the basic language of light

Players learn how to collect the candle, illuminate dormant objects, and understand the relationship between light and awakening.

Stage 01 illustrated level
Stage 01
Stage 01 whitebox prototype
Whitebox prototype
STAGE 02 — COMBINE

Combining awakened objects with movement

Moving platforms and bamboo mechanisms expand the system, requiring players to combine illumination with timing and vertical traversal.

Stage 02 illustrated level
Stage 02
Stage 02 whitebox prototype
Whitebox prototype
STAGE 03 — PERFORM

Putting the complete system into practice

The final stage combines candle management, awakened mechanisms, and platforming into a more complex sequence that leads toward the completion of the performance.

Stage 03 illustrated level
Stage 03
Stage 03 whitebox prototype
Whitebox prototype

Lead Game Designer

Creative Direction
Defined the overall concept and translated the Game Jam theme into a playable idea.
System Design
Designed the light-based awakening mechanic and candle resource system.
Prototype
Built the early whitebox prototype to validate movement, interaction, and level flow.
Cross-Disciplinary Collaboration
Worked with programming and art teams to align mechanics, visual feedback, scope, and production priorities.

48 Hours to Turn an Idea into a Playable Game

Challenge 01

Too many ideas, not enough production time.

→ Prioritized one readable core mechanic: light awakening.

Challenge 02

Art / programming / design had different priorities.

→ Used whitebox prototypes and visual references to align the team.

Challenge 03

Need to communicate mechanic without dialogue.

→ Used lighting, animation and environmental change as feedback.

Rebirth of Wood on Fire changed how I think about the relationship between mechanics and storytelling. I learned that a game mechanic can do more than create challenge—it can also communicate theme, emotion, and cultural meaning.

Working within a 48-hour production cycle also strengthened my ability to prioritize ideas, communicate across disciplines, and make design decisions under real production constraints.

A mechanic can do more than create challenge — it can carry meaning.
Choose a video
Lead Game Designer
Min Yang
Game Design
Qiru Huang · Min Yang · Haojun Zhu · Dingfei Jiang
Programming
Rubing Bai · Yawen Wu
Art
Yunyi Zhu · Kaiwen Yan
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