Responsibilities:
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Shadows of Nyesa
- Genre: Fantasy Action/Adventure
- Type: Levels
- Narrative Tools: Excel, word, unity.
- Duration: 8 months
- Role: Narrative Designer / Game Designer
Responsibilities Overview
Goal
- Carry out a project using the knowledge acquired during two years of training in the video game industry.
- Hone the skills learned in an environment that simulates real video game production.
- Work as part of a multidisciplinary team to ensure the ability to collaborate effectively and solve problems quickly.
- Perform tasks across different departments in order to understand how each one operates and, as a result, be able to anticipate their needs.
See Full Breakdown Below
Linear Dialogue
Character Design
Player Character
The main character was designed with the next intention in mind:
- To be irrelevant: The story revolves around the idea that determinism does not exist, nor does fate, which means our “hero” is only a hero because it just so happened to be his turn, just as it could have been anyone else’s. That’s why we did not develop a face at all.
- To be a mirror: The main point was to make each player feel that it could’ve been them. We wanted to follow the line of thought on “If everyone’s special, then no one’s special” and fight it off with the idea that what makes your life special it’s the fact that you’re living it.
Ally NPC: Slaves
Designed a race of slaves following the next intentions:
- Tradition: This people survived on a desert planet on their own, but were overpowered by other races. Still, they wear the bone remnants of creatures from a time when life thrived.
- Devotes: This tribe used to pray to a god that shared special powers to them. Nowadays, this god is nowhere to be found, but its influence kept dwelling inside its people, giving them a purple glow in their eyes.
Enemy NPC: Mercenaries
Designed a race of mercenaries as the main enemies following the next intentions in mind:
- Ruthless and egoistical: The only thing this race cares about is paying off their vices and basic needs. They’ll do anything, from being guards to kill anyone as long as the pay is enough.
- Intergalactic expertise: They have been trained through several decades on the weapon arts. They can wield almost any weapon and device from the universe, most of them high-end tech, without any problem.Â
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Worldbuilding
Designed the world lore to achieve the following design goals:
- Creating a world that has been forgotten, not only what it looks and feels like on the present, but also on the past.
- Adding details that reflect a much deeper lore, making some pieces stand out for the player to question if everything is as simple as it seems.
- Creating a clear objective on every zone for the player to know what it needs to do.
Designed the levels' feel and looks
This design takes into account the following elements that reinforce the game’s narrative, lore, and theme:
- This village is full of mercenaries controlling what the slaves are doing.
- The rock formation around it serves the purpose of a shield from sandstorms.
- The big floating rock atop of the rock formation keeps the slaves in contact with the old god’s power.
- The buildings are mainly made of clay, most of the wood supports and so have been brought by mercenaries and investigators alike.







