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VANA
Narrative & Cinematic Production

VANA

A narrative-driven 3D platformer exploring grief, memory and acceptance through gameplay, environmental storytelling and cinematic sequences.

ROLE
Narrative Designer · Cutscene Designer
PRODUCTION FOCUS
Narrative & Cinematic Production
TEAM
25-person multidisciplinary team
DURATION
1 year
ENGINE
Unreal Engine 5
RELEASED
For PC in itch.io

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

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.

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

  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.

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

Example — Urn pickup 3D Cuscene

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

Gameplay Demo
Top reference image
Bottom reference image

3D Cutscene implementation

Gameplay Demo
Top reference image
Bottom reference image

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

Integration & flow
Watch full reel

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.

Cross-discipline Collaboration
Playtest Integrated

100%

COMPLETE

🏆 Best Game — Year 2

VANA was awarded Year 2 Best Game at Breda University of Applied Sciences

Best Game Recognition

Best Game Recognition

VANA received the Year 2 Best Game award.

Award Presentation

Award Presentation

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