Nadia

Players step into the shoes of Nadia, the young daughter of an aristocratic family in 1910s Russia. Set at the onset of the Russian Civil War, the story begins when Nadia’s family home is invaded by Red Army soldiers, who have come to arrest the household on suspicion of treason. With her parents dead and soldiers patrolling every inch of the grounds, Nadia must navigate the massive estate, coming to terms with the newfound supernatural abilities brought on by the attack as she tries to escape and unlock the secrets of her family’s legacy.

As a young girl, players, in the role of Nadia, are relatively helpless in the face of armed soldiers; Instead of confronting them head-on, they must use hidden passageways, careful stealth, and Nadia’s burgeoning telekinetic abilities to evade capture for long enough to escape the house, solving mysterious puzzles along the way.

I worked on this project over 6 months as part of my senior project at the Savannah College of Art and Design, alongside a team of 9 other developers and with the help of several other contributors. My official roles on the team were Design Lead, heading the design of player abilities, puzzles, and other gameplay elements, and Level Designer, creating the layouts and player paths for each level. I was also one of the key programmers on the project, and did work on the game’s UI, sound design, and technical art.

The game was created entirely in Unreal Engine 4, with asset creation taking place in a wide variety of software including Autodesk Maya, ZBrush, Substance Painter and Designer, Adobe Photoshop, and others. The game’s code was written using Unreal’s blueprint system because that was what the majority of our programmers were most familiar with, although I am also well-versed with scripting in C#.

 

Key Code and Design Documents

Gameplay and Environment Screenshots