TRAILER
COMING SOON
PITCH
No Ledge is a story-driven adventure game where you play as a storm chaser looking for his missing daughter following the appearance of No Ledge, an unprecedented meteorological disaster. Through his van and his tools, he will have to understand and overstep the weather, in order to discover the reasons behind her disappearance.
ABOUT THE PROJECT
No Ledge immerses the player into an harrowing story, where a storm chaser is looking for his daughter, who mysteriously disappeared following the appearance of an unprecedented cataclysm. During his adventure, the player faces strange meteorological phenomena that he must analyzed, in order to collect data for NEMA, an meteorological organization. Each discovery made in the field can be reported and contributes to understand the causes of the appearance of this tornado, in order to progress in the traces of his daughter.
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Through a lively and dynamic dialogue system, the player alternates between two interlocutors, by bringing out various dilemmas and approaches that enrich the relationship with the playable character. The proposed response choices are based on different invisible archetypes, which influence more or less the evolution of the relationship with the interlocutors. The objective is to propose credible and personal dialogues, in order to reinforce immersion and provoke emotions in the player, through major narrative sequences.



WHAT I DID
Game Design
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Analysis of our reference games, focused on gameplay features and player interactions with the environment
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Reworking of the concept, in order to adopt a consistent direction with the storm chaser's fantasy
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Design of the vehicle and avatar 3Cs
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Development of different game features, with the Game Design team







Narrative Design
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Writing of the game's story, with the entire team
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Writing a detailed description for each area of the level
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Developing world lore and narrative content in the level
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Writing dialogues with a dedicated narrative tool "DYNEMA" (dynamic and interactive branching) and integration in Unreal Engine 5
Level Design
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Analysis of the pacing and level structure of our game references (Firewatch/The Invincible), focused on navigation and contemplation moments
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Design of navigation metrics and asset dimensions in relation to our controllers
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Writing level design intentions for each area of the level
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Level blockout in Unreal Engine 5, with annotations to clarify gameplay and narrative intentions






