PORTFOLIO DOCSREVIEW SURFACE

Design Documentation

PLAYER EXPERIENCE, SYSTEM RATIONALE, TECHNICAL DECISIONS, AND PRODUCTION THINKING
PRE-PROTOTYPE BUILD

This section is the place where I articulate the design of the game. It frames nu-Eden as a design case study: what the game is, how the systems are meant to feel, and which technical decisions support that experience. For the in-universe material, use the locked wiki.

CASE STUDYREVIEW BUILD

nu-Eden: Sundered Skies

PLAYER EXPERIENCE, SYSTEM DESIGN, TECHNICAL ARCHITECTURE, AND PRODUCTION RATIONALE
ACTIVE PROTOTYPE
High Concept

nu-Eden: Sundered Skies is a third-person action RPG set on Eden, an Earth-like planet shattered by a cataclysm known as the Sundering—a reality-fracturing event that tore open the world and birthed maborite, a volatile substance capable of warping matter, biology, and physics itself. From this ruin rose nu-Eden, a towering megacity built around the largest known maborite deposit, sold as humanity's fresh start and experienced by the player as a beautifully managed cage.

Players take on the role of operatives within the nu-Eden Resistance Force (nERF), navigating the city's fractured layers through high-speed traversal, combat, and RPG progression. Each narrative arc explores a different form of systemic decay—greed, obsession, apathy, envy, excess, pride, and ultimately wrath—revealing how a society built on optimization turns suffering into infrastructure.

This overview is written as a design summary for reviewers rather than an in-universe archive entry.

For the in-universe wiki, see the locked nu-Eden wiki.

CORE PILLARS
  • Expressive MovementMovement is combat. Parkour fluidity as tactical advantage.
  • Meaningful ChoiceNuanced decisions shape factions, world state, and narrative.
  • Systemic DepthInterlocking combat, customization, and progression systems.
  • Atmospheric Immersionnu-Eden is a character — layered, oppressive, beautiful, broken.
  • Emotional ResonanceIdentity, loss, resilience, and hope beneath neon and violence.
GENRE & AUDIENCE
Primary: Third-Person Action Parkour Shooter RPG
Secondary: Urban Fantasy, Cyberpunk, Post-Apocalyptic, Narrative-Driven
Core Loop: Explore → Engage → Evolve → Reflect → Repeat
Target: Ages 18–35. Fans of Warframe, Mirror's Edge, Cyberpunk 2077, TWEWY, Control.
Monetization: Premium single-purchase. No microtransactions. Cosmetic gacha only.
FOUR COMPETING FORCES
The Conglomerates
Seven corporate overlords fighting each other for maborite supremacy.
The nERF
Nine resistance teams, 45+ operatives, fighting against impossible odds.
Empire of Draconis
Totalitarian empire led by Xerxes XVI — order through subjugation.
The Interstices
Lawless wastelands and underground networks beyond corporate reach.
SEVEN ACTS — SINS, SEALS & HORSEMEN
ActTeamSinHorsemanDirector / ConglomeratePlot Device
ILumiconAvaritia (Greed)ConquestOtis / Maboroshi TechArtifact
IIRetronyxLuxuria (Lust)Vera / Eos MetavisionPerson
IIIMetanoiaAcedia (Sloth)DeathSumire / Syntera GeneticsPathogen
IVDynaxisInvidia (Envy)Quincy / Qroma AllianceLocation
VGenesceGula (Gluttony)FamineQinyi / Tectra AnalyticsSubstance
VITesseraeSuperbia (Pride)Belinda / Ordo PrimusOrganization
VIIAvanzaIra (Wrath)WarTariq / Arcanis IndustriesEvent
SIMILAR TITLES & INSPIRATIONS
The World Ends with YouWarframeMirror's EdgeCyberpunk 2077Hi-Fi RushJet Set RadioControlZenless Zone ZeroDevil May CryCelesteHollow KnightHadesWipEoutDishonoredMass EffectDoom EternalTitanfall 2Ghost in the ShellAkiraEvangelionFLCL
DESIGN INFLUENCES — IMPLEMENTATION MAP
The World Ends With You
Music-driven UI, tone-as-mechanics, pop-culture layering — use audio/state to telegraph risks and buffs.
Warframe
Fast ability combos, modular frames (loadouts), and emphasis on momentum-based traversal in combat.
Mirror's Edge
Parkour-first encounter design — levels that reward flow and creative verticality.
Cyberpunk 2077
Dense neon city systems, emergent NPC economies, and layered side content that grounds narrative beats.
Hi-Fi Rush
Rhythm-linked attacks and VFX that synchronise combat to music.
Jet Set Radio
Stylised street culture, visual rhythm, and identity-driven squads.
Control
Paranormal ruleset clarity — make strange powers readable and internally consistent.
Devil May Cry
Style metrics: reward players for expressive, high-skill play with visible, numeric feedback.
Celeste
Tight mechanical windows and accessibility-forward challenge design.
Hades
Narrative through repetition: incremental story beats unlocked by progression loops.
Titanfall 2
Movement + combat choreography; make traversal an advantage in firefights.
Doom Eternal
Aggressive rhythm — movement fuels offense and resource regain.
Ghost in the Shell / Akira / Evangelion / FLCL
Visual & thematic tone: existential cyberpunk + surreal body-horror cues for high-concept beats.
SYSTEMS SUMMARY
Combat: Hybrids of melee, ranged, and ability combos where movement is an offensive tool. Abilities are short-cooldown, modular, and designed to chain — encourage creative sequences and reward mechanical mastery with style metrics.
Movement: Parkour is first-class: wall-running, ledge-grabs, double-jumps, and dash-cancels that integrate with combat windows (Titanfall 2 + Mirror's Edge). Encounters are designed to be solved through flow, not static cover.
Types & Classes: Elements (Types) define damage relationships, status fabrics, and team synergies. Classes define role-expectations (Controller, Marksman, Triage, etc.). See the wiki types & classes pages for canonical rules and examples.
Progression & Loadouts: Operatives build via modular maborite mods, weapon attachments, and cosmetic systems. Progression emphasises horizontal choice (new options) over vertical raw-power spikes.
Audio & Visual: Music and VFX are information channels. Use rhythm, filter bands, and animation timing to communicate state (inspired by TWEWY, Hi‑Fi Rush, Jet Set Radio).
Metrics of Success: Engagement (session length), Flow (encounter completion without stopping), Expression (usage of advanced movement combos), and Narrative Retention (returning players unlocking story beats).
TYPES & CLASSES (WIKI)

Each Type and Class has a canonical wiki page under the characters section. These pages define mechanics, synergies, counters, and visual direction for content teams and narrative writers.

ENGINE: WEBGL/WEBGPU + TAURILANG: TYPESCRIPT / RESCRIPT / RUST / WEBASSEMBLYGENRE: TPS / PARKOUR / ACTION RPGPLATFORM: PC-FIRST / BROWSER / DESKTOP APPDELIVERY: 27/09/2029
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