
VANA
A narrative-driven 3D platformer exploring grief, memory and acceptance through gameplay, environmental storytelling and cinematic sequences.
Project Overview
VANA is a narrative-driven 3D platformer in which players guide lost souls through fragmented memories toward acceptance.
My work focused on translating the narrative into a structured visual experience. I helped develop the narrative framework, planned how key story beats transitioned between gameplay and cinematics, and designed the shot structure for both 2D and 3D cutscenes.
This required turning narrative ideas into clear visual direction that artists and developers could execute within the game.
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.
Core Responsibilities
Core Responsibilities
Narrative Development
Developed and iterated on the narrative structure, memory progression and key emotional beats.
Cinematic Planning & Documentation
Planned 2D and 3D cinematics, defining shot composition, framing, camera movement, and gameplay transitions through structured shot lists and production documentation in StudioBinder.
Cross-Discipline Collaboration
Worked with artists and developers to translate cinematic plans into assets and sequences that could be implemented in Unreal Engine.
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.
01 - From Narrative to Production
The Challenge
VANA's story wasn't primarily communicated through dialogue. The narrative had to work across gameplay, environments, memory fragments and cinematics. That created a production challenge: How do we turn an abstract emotional narrative into concrete moments that different disciplines can actually build?
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.
This framework gave us a foundation for deciding what needed to be shown, when it should appear, and how the player would experience it.
02 — Cinematic Planning
Turning Story Beats Into Shots
Once the narrative structure was established, I translated important story moments into planned cinematic sequences. Using StudioBinder, I created shot lists that defined: Shot → Framing → Camera movement → Character/action → Narrative purpose → Transition This allowed cinematic ideas to be reviewed and communicated before artists or developers spent time implementing them.
Narrative Framework
StudioBinder Planning

Cinematic Planning
03 — Planning 2D & 3D Cinematics
03 — Planning 2D & 3D Cinematics
One of the production decisions was determining how different narrative moments should be presented. VANA used both 2D illustrated cinematics and real-time 3D sequences, each requiring a different production approach. 2D Cinematics For illustrated sequences, I planned the shots and communicated the intended framing, composition and narrative progression to the artist producing the frames.
Narrative Framework
01
Planning
→ Shot breakdown
02
Visual Direction
→ Composition & narrative intent
03
Art Production
→ Artist-created frames
04
Implementation
→ Final sequence in-game
3D Cinematics
01
Narrative Beat
→ Shot Plan→ Camera Direction → Unreal Implementation → In-Game Sequence
For real-time sequences, the same narrative intentions had to be translated into camera placement, movement, timing and transitions inside the 3D environment.
2D Cutscenes implementation


3D Cutscene implementation


04 — From Plan to Final Sequence
From planning to implementation: The original shot definition established the framing and narrative purpose before production, giving the artist/development team a clear target for the final sequence.
Cutscene #1
FINAL RESULT
1ST MEMORY STONE
Cutscene #2
FINAL RESULT
URN PICKUP
Cutscene #3
FINAL RESULT
MEMORY STONE 2
Final Cutscene
FINAL RESULT
Final Cutscene - Altar
05 — Working Across Disciplines
Translating Creative Intent Into Actionable Direction
VANA was developed by a 25-person multidisciplinary team, meaning cinematic work depended on communication between narrative, design, art and development. My role sat between narrative intent and implementation. I used documentation and visual planning to make cinematic requirements easier for other disciplines to interpret and execute.
Narrative Framework
01
NARRATIVE
Story beat
02
CINEMATIC PLANNING — MY WORK
Shot list Framing Camera direction 2D / 3D approach
03
PRODUCTION
Art / Development
04
IMPLEMENTATION
Unreal Engine
05
FINAL EXPERIENCE
Gameplay + Cinematics
Integration & flow
Cinemti breakdown of mechanical synergy

Project results
Outcome & Reflections
VANA was delivered as a complete narrative experience after a year of multidisciplinary development. By translating narrative beats into structured cinematic plans and visual direction, I helped bridge the gap between narrative intent and the 2D and 3D sequences implemented in the final game.
100%
COMPLETE
🏆 Best Game — Year 2
VANA was awarded Year 2 Best Game at Breda University of Applied Sciences

Best Game Recognition
VANA received the Year 2 Best Game award.

Award Presentation
VANA announced as Best Game during the end-of-year showcase.