VANA
3D narrative driven platformer

VANA
A narrative-driven 3D platformer where players help lost souls reach the afterlife by recovering fragmented memories.
Project Overview
VANA is a narrative platformer set in a limbo-like afterlife. Players explore corrupted memory spaces, recover soul fragments, and help lost souls move on. The experience combines traversal, environmental storytelling, puzzles, and narrative progression to create an emotional journey centered around grief and acceptance.
Core responsabilities
Core Responsibilities
Level Design
Designed level layouts and traversal routes Created gameplay progression flow Built whitebox blockouts in Unreal Engine Designed puzzle and challenge sequences Conducted playtesting and iteration
Narrative Design
Developed narrative structure Created memory progression framework Designed environmental storytelling moments Connected gameplay progression to emotional beats
Cutscene Design
Planned 2D and 3D cinematics Created shot lists in StudioBinder Defined camera movements and framing Worked with artists to communicate visual goals
Design Goals
Traversal
Movement should feel smooth and rewarding.
Narrative
Story delivered through environment and memory fragments.
Sensation
Visual and audio feedback reinforce emotional states.
Visuals
Corrupted and healed environments communicate progression.
Core Gameplay Systems
2D/3D Cutscene
Revitalized storytelling through meticulous planning and execution of 2D and 3D cutscenes. Directed artist to create visually stunning frames for dynamic 2D cutscene, ensuring implementation.
Level Design
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Integration & flow
Cinemti breakdown of mechanical synergy

Lighting hierarchies & spacial progression
The 'Sunken Spire Hub' serves as a case study for our 'Golden Thread' navigation theory. By utilizing color-coded volumetric emitters (Celadon for safe paths, Deep Mauve for objectives), we achieved an 85% success rate in playtester orientation without UI markers.
Atmospheric Wayfinding
Luminance-based level gating reduces cognitive load during high-intensity sequences.
Vertical Layering
Compressed spatial corridors that open into expansive hubs to create 'awe moments'.

Vana level iteration 1
Technical visual direction
Defining the look through cutting-edge rendering techniques and modular precision.

Cave lighting
Custom shader implementation for non-uniform density fog and light scattering.

Modular kit analysis
Custom shader implementation for non-uniform density fog and light scattering.
Production timeline
from concepting to delivered product
Concepting
Establishing custom physics and lighting pipelines in UE5.
Transversal
Prototyping momentum-based movement and grapple mechanics.
Level Blocking
White-box phase for the first 3 biome pillars
Integration
Full environment art pass and core gameplay loop finalization.
The challenge
The Problem
The problem
Playtesting revealed that 65% of players felt disoriented within the 3D vertical environments. Narrative cues embedded in the architecture were being bypassed entirely as players focused solely on combat mechanics.

planning before execution
Narrative Framework
- 01
The Soul Carrier
The protagonist serves as a vessel for the emotional weight of others.
- 02
Memory Fragments
Collectibles act as narrative beats, unveiling the soul's history piece by piece.
- 03
Healing vs Corruption
Gameplay mechanics directly influence the visual state of the world.
Cinematic Planning
Using tools like StudioBinder, we mapped out every transition between gameplay and cinematics. This ensured a seamless flow where the emotional tension from a platforming sequence was resolved in a character-focused beat.
Level Design Evolution

Early Blockouts
Focusing on player metrics, jump distances, and core line-of-sight analysis using basic primitives.

Iteration Process
Refining readability through lighting landmarks and transforming blockouts into atmospheric environmental art.
Project results
Outcome & Reflections
VANA was successfully delivered as a complete narrative experience. Through rigorous playtesting and cross-discipline collaboration within a 25-person team, we bridged the gap between gameplay systems and emotional storytelling. The project serves as a testament to the power of environmental narrative and focused level design and won game of the year for year 2023
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