Bedtime was a massive undertaking for the Pingüinos group. It was our first project with all four members, had a deadline, and was our first experience with a 3-dimensional game engine.

The Making of Bedtime

Original Design Document:


“Bedtime” is a game about the adventure seen in everyday objects by a small child. To adults a table might be a place to work, but to a child a table could be a skyscraper. An adult may look at their bed and eagerly wish to collapse in it; a child cannot lie still in it. In the child's eyes, everything is exciting, and danger looms around every corner. In a society run down by overworking, and people with no time to remember the possibilities in every object, we hope to remind players of a more exciting time. When you are young, everything you see is new, a discovery. We want players to rediscover, but we also want them to remember the rash adventurism felt by any 5 year-old boy. “Oh no! The room is filling up with lava! I have to get out!” It is a side of life most adults have forgotten; we hope to remind them.


The overall goal of the player is to retrieve his/her lost stuffed animal, a penguin named Philip. The player embodies a small child, moving around using standard first-person controls—WASD and the arrow keys to navigate, and the mouse to change the direction the player is facing. Jumping and climbing toy boxes is controlled with the spacebar, and opening doors is controlled with a mouse click.


At its core, “Bedtime” is a first-person perspective platformer, meaning the player accomplishes their goal by jumping across various objects. There is a twist though, the player can only jump in their imaginary recreation of the world, but must alter the objects to jump on in the real world. For example, a desk may be too far away, so the player can move a stool in between the jumping distance and then hop across.

Original concept art

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