Wardruna

Overview
Wardruna is a a narrative-driven video game set in space and based on an original novel by Joan J. Pons.
Genre: Adventure, Science-Fiction
Platform: Windows PC
Engine: Unreal Engine 5
Tools Used: UE5, Photoshop, Google Documents, Twine, Notion
Team Size: 1
Role: Concept, Blockout, Narrative Design, Scripting
Goals and restrictions
My goals with this project were to:
- Create a level based on a given story.
- Spend time researching to ensure the level ends up as loyal as posible to the original novel.
- Learn how to analyze and create core mechanics, finalising in a small demo of a bigger game.
- Design and pitch a story that is playable and can be scaled.
I have also set some restrictions on this project to keep the scope and give myself a deadline. The restrictions are:
- Only adapting the first chapter in the game, although designing for the whole story.
- The story must be focused in narrative, at least 3 different dialogues should be included.
- No pro asset packs or buying packs. I must use what I can get for free in the fab store.
- No AI and no enemies. This would take too long and fall outside the scope of the project size.

Final iteration of the 2D layout of the whole spaceship, in a cylindrical shape.

Blockout of the spaceship in UE5, already with 2 rooms built-in.
Layout
In this first iteration, I went for a cylindrical shape, rather than a donut shape, as I felt it had richer oportunites when designing it. Once I had the blockout, I begin working in the 2 main systems for the game; the interaction system, made with blueprint and UI interfaces, allowed me to easily replicate interactable objects (such as doors or NPCs) with just a few tweaks. The second system was the dialogue system, key to this narrative-oriented project. Once both systems were working, it was a matter of building up the level and adapt the narrative of the novel to a videogame, following the restrictions and constrains set up for this project.
See Level Design Document