Space one
The virtual classroom
2050. Where the assignment is set and where the questions are first asked out loud.
Narrative and systems design
An interactive historical narrative adventure
In 2050, a history assignment asks a question the records cannot answer. Two students are sent to find out what Dillard's people carried that never made it into the file.
The world
Space one
2050. Where the assignment is set and where the questions are first asked out loud.
Space two
The hub between journeys. Artifacts are catalogued here, the evidence journal lives here, and the rules of the place reveal themselves slowly.
Space three
Where GO BACK takes you. Research-informed, fictionalized, and built to be investigated rather than toured.
Two players, two paths
Playable
Reads artifacts, stories and lived experience, and follows meaning where Zebedee follows people. Her route through the first quest runs independently of his.
Abilities still in design
Playable
Follows people, places and relationships. His ability surfaces connections between entries in a record. It shows relationships, not verified facts, and the difference is the point.
Network of Hands
The loop
First quest
Four scenes from the opening quest, in order. Each one is a concept illustration of a designed beat, not a screenshot of a built level.
Dr. Brown sets the question: find out what Dillard's people carried beyond the classroom. Her command opens the first historical passage.
A letter from the archive shows families and neighbours sustaining children's education well outside formal instruction.
The letter and its author are fictional placeholders.
A community notebook lists what people gave: food, repairs, childcare, books, transport. The entries are short. The structure behind them is not.
The notebook is fictional.
Names in a margin become a conversation, and the conversation has limits. Remembering turns out to require consent, corroboration, and knowing what is not yours to pass on.
Atmospheric concept art. The witness is a fictional character.
Systems and mechanics design
The quest does not end when you have the artifact. It ends when you can say what it meant and who it belonged to.
Research grounding
The game extends doctoral work on literate identity and an ongoing postdoctoral project on intergenerational memory. Every design decision above traces to one of these.
The future is not disconnected from the past. It is shaped by what communities remember, protect, and pass forward.
Development status
A single visual rule runs through every scene: knowledge is warm and it travels as light. Threads connect what the record separated.
Research foundation
Carrying the Fire, Casting the Light is an original Afrofuturist game concept developed from the doctoral research of Dr. Mistoria Brown, titled The Wealth We Carry: Mapping Literate Identity Across Affinity Spaces. Her dissertation received the 2026 Dissertation of the Year Award from the Department of Teaching and Learning at the University of Miami.
The research informing this game concept also received Proposal of the Year recognition at the Sankofa Research Intensive at Wayne State University, as well as Summer 2025 grant funding from the Center for Black Studies to support initial research.
Development status. This game is currently in the conceptual development and research phase. Full funding is being sought to support further research, game development, and implementation.