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Nadia

08. Frame cutscene 6 - Arianna Lupi.png

Team: 14 people

Engine: Unity

Time: about 8 months

My Role: level designer, narrative designer

Overview

Nadia is a 2D vertical scrolling game in which the player, playing Hilda, will explore the bowels of the Abyss to discover and accept the truth about the tragic story of Nadia, the daughter of the protagonist.

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This game has a strong narrative component, which narrates the adventures of the protagonist as she goes through the stages of mourning until she gets to the stage of "acceptance", after having reached the bottom of the Abyss.

What I worked on

  • Level design

  • Narrative design

  • Blockouts

Level Design

In this project I had to try my hand at creating vertical levels, in which the player had to exploit basic mechanics of the game, that is "climbing", "swing" and "grappling hook". The type of level design changed according to the biome (phase of mourning). In fact, while the first was based mainly on solving puzzles (phase of the "shock"), the second was based more on the search for a right path trying to avoid the tentacles that tried to bring us back (phase of the "denial"), while the third on a fast action gameplay (phase of "anger").

Narrative Design

As demonstrated earlier, the level design is very linked to the narrative of the game. Each biome offers a different type of experience and level design according to the phase of mourning that it represents, but always maintaining the gameplay based on the three main mechanics. The things that happen and the actions of the protagonist are obviously influenced by the phase we are playing, and everything is united by those moments when the transition from one phase of mourning to another takes place, with touching moments or escaping from an imminent danger.

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Unfortunately due to some problems we could not complete the game, we managed to create only the first biome and it is absolutely not polished. If you want to play the prototype of Nadia contact me and I will send you the build.

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