Level Design
2023

VANA

3D narrative driven platformer

VANA
3D- Platformer

VANA

A narrative-driven 3D platformer where players help lost souls reach the afterlife by recovering fragmented memories.

ROLE
Level Designer, Narrative Designer, Cutscene Designer
TEAM SIZE
25
DURATION
1 YEAR
ENGINE
Unreal Engine 5
GENRE
3D Platformer
PLATFORM
PC

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.

2D/3D implementation

Level Design

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Core Gameplay Systems

Integration & flow

Cinemti breakdown of mechanical synergy

Integration & flow
Watch full reel

Lighting hierarchies & spacial progression

Level design

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'.

Lighting hierarchies & spacial progression
prototype

Vana level iteration 1

v2

Technical visual direction

Defining the look through cutting-edge rendering techniques and modular precision.

Cave lighting

Cave lighting

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

Modular kit analysis

Modular kit analysis

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

Production timeline

from concepting to delivered product

Developement duration
1 year
Q1

Concepting

Establishing custom physics and lighting pipelines in UE5.

Q2

Transversal

Prototyping momentum-based movement and grapple mechanics.

Q3

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

planning before execution

Narrative Framework

  1. 01

    The Soul Carrier

    The protagonist serves as a vessel for the emotional weight of others.

  2. 02

    Memory Fragments

    Collectibles act as narrative beats, unveiling the soul's history piece by piece.

  3. 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

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

Early Blockouts

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

Iteration Process

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

Cross-discipline Collaboration
Playtest Integrated

100%

COMPLETE