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Rasga-Mortalha

(2024)

* text only available in portuguese (br)

Rasga-Mortalha was my thesis project for the design undergraduate course at PUC-Rio.

It's a first person narrative focused fiction that consists of exploration and interpretation of the scenario.​

 

About 1 year of development

What were my contributions

I did this game almost entirely on my own with the objective to immerse myself in a solo-dev experience and understand Unreal Engine 5 with practical problem solving during the process. The main goal was to have something that could feel like a game developed by a whole team, with modern graphics, proper interactions and an original story.

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The things I did not create myself were 3D/2D assets that you can see in the game, the composition of the soundtrack and dubbing most of the characters. The credits are properly given inside the game's "credits" screen.

Overview

​​Concept

  • Focuses on immersion and environmental storytelling.

  • Story is relatable but unsettling, encouraging curiosity.

  • Players uncover the narrative by exploring subtle changes in the environment.


Design

Core Mechanic: Exploration

  • Single scenario: the character’s bedroom, filled with personal objects.

  • Room changes each level, reflecting the character’s routine and external influences.

  • Small environmental details tell the story passively.
     

Player Actions:

  • Walking and interacting only.

  • Interactions are divided into:

    • Narrative: Scripted lines revealing story/character personality.

    • Event/Key: Triggers for puzzles/level progression.

    • Limits: Explains why the player can’t leave the room.
       

Level Design:

  • Structured around information delivery order.

  • Guides puzzles and story progression through interactions.
     

Writing

  • Dialogue is introspective—character talks to themselves.

  • Avoids over-explaining (maintains immersion).

  • Focuses on routine disruptions and folklore intrusion.
     

Story & Themes

  • Blends Brazilian folklore (witch tale) with daily life.

  • Players distinguish between normal routine and supernatural influence.

  • Room’s state evolves, raising questions: How? Why? Where is this going?

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