Fighting the sleep of reason, one lucid dream at a time
Client: Center of Molecular Anthropology for Ancient DNA Studies – Department of Biology
University of Rome “Tor Vergata”
Made with Unity
“We are convinced that titles like Code#DNA […] have a very interesting future in the field of education. […] Code#DNA has been a first step in this direction, and undoubtedly, it will have further variations and future developments.”
Endorsement from University of Rome Tor Vergata’s faculty
The Pitch
In this puzzle-based walking sim with suggestive settings inspired by real life locations, the main character Dr. Emma, thanks to her lucid dreaming ability, looks out for the truth about her past navigating the mysteries of ancient DNA.





The Challenge
This project was an interesting testing ground for me, as I needed to balance gameplay and aesthetic choices with the requirements from Tor Vergata’s consultants and be faithful to the University’s core values.
Game Outline

The story-driven segments of the game blend with puzzles and trivia questions, testing the Player’s
knowledge of the subject matter with an accessibility-first approach.
The game’s hub offers a faithful recreation of the Molecular Anthropology Lab at Tor Vergata. The Faculty sent the dev team the planimetry of the lab, along with interesting tidbits of their daily tasks.
Two elements constitute the game loop: an exploration phase set in the four major locations, and the investigation retrospective inside Tor Vergata’s Lab.
A DNA sequencing minigame awaits the Player after completing each level, translating the complex dynamics of DNA extraction into an easily digestible playful simulation.

Tasks
- Define the game’s overall vision
- Create the flow for the four game sequences: Venice, Grotta Guattari, Syberian Dreamscape, Seville Cathedral, San Fermo’s Cathedral
- Prototype Emma’s Companion Tablet
- Define UI/UX for in-game menus and Emma’s knowledge base