Play as a noir detective as you try to solve a murder.

Read documents, connect evidence, develop hunches, and submit findings.
Screenshot of the game's title screen, with the title "Black & Red", along with Play, Controls, Credits, and Quit buttons.
Screenshot of the game's title screen, with the title "Black & Red", along with Play, Controls, Credits, and Quit buttons.
Screenshot from the game's noir-inspired desk
Screenshot from the game's noir-inspired desk, featuring the typewriter, notebook, and telephone.
For this project, I designed and implemented the technical implementation of the Evidence Card system, alongside interacting with Cards on the Evidence Board and the Connection mechanics. ​​​​​​​​​​​​​​
Screenshot of the game's evidence board, featuring a "good" and "bad" connection.
Screenshot of the game's evidence board, featuring a "good" and "bad" connection.
Because of how many different pieces of evidence the player could choose and not knowing that number when the system was created, I made sure that the system was set up for longevity across numerous cases and evidence types.
While this system was engineered for the long run, there was no room for error from the designers.
(Perfect example, the producer's comments on lines 45 - 47)
Screenshot of code from the game, specifically highlighting comments made by the producer "Some pieces of evidence are on multiple documents. Maybe I'm not reading the documentation right, it's a little confusing."
Screenshot of code from the game, specifically highlighting comments made by the producer "Some pieces of evidence are on multiple documents. Maybe I'm not reading the documentation right, it's a little confusing."
This was also my first time using FMOD, which was a great learning experience in how to work with an external audio system on a team project while using GitHub.
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