Unreal Engine 5 • Solo • PC (potential for future console porting)
Sonder Vale is a stylised narrative-driven adventure set in a magical valley touched by a quiet exodus, its once-bustling homes now stand in a gentle slumber, awaiting rediscovery. Players assume the role of The Fultum; a silent protagonist whose journey to find their own purpose becomes intertwined with providing altruistic, unintrusive aid to the local community. The game draws inspiration from titles like Spiritfarer, Eastshade, A Short Hike, My Time at Portia and Rime, focusing on immersion, subtle storytelling, and visual tone.
Design Goals & Intent
The goal of Sonder Vale is to explore the emotional richness of quiet observation and unseen kindness. The game avoids overt exposition, instead trusting the player to notice, infer, and empathise.
Mechanically, the game encourages exploration, ambient storytelling, and indirect problem-solving. A broken chair, an unused field, or a sad tune hummed in passing becomes the seed for meaningful player action.
The world is stylised and modular, designed to immerse players in a storybook-like landscape where time moves gently, and change happens organically.
Contributions
Full concept development and game design
Games Design Documentation
Greyboxing of core areas using stylised modular kits
Production scheduling and budget planning
Asset sourcing and prototype environment layout
UX design focused on accessibility and immersion
Narrative structure design
Visual tone and inspiration curation
Tools & Workflow
Engine: Unreal Engine 5 (Nanite and Lumen enabled)
Planning: Notion, Trello, Milanote
Version Control: GitHub
Status
Sonder Vale is currently in the Concept phase. A vertical slice is planned for delivery within 8–10 months. Current work is focused on refining the core mechanics and prototyping the primary explorable area using modular assets.