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No One | 2022
No One, is a first-person mystery thriller that follows Bella, a shy and introverted protagonist struggling to find a sense of belonging after moving to a new city. The story is driven by her curiosity about a mysterious man, leading her to interact with strangers in the subway. It's a cinematic experience with subtle exploration with a very personalized look and ambient. This game was also my application work sample to Futuregames where I continued my studies.
Role: Solo Project
Platform: PC | Unreal Engine 5
Genre: Third Person - Thriller
~ Narrative & Gameplay ~
The narrative in No One is introspective, it explores themes of self-awareness, and the human tendency to distance ourselves from uncomfortable impulses, The story unfolds through Bella's internal monologue and observations, gradually building tension as her curiosity evolves into the only thing worth exploring in her life.


*Dialogues in the game
The narrative uses environmental storytelling and dialogue choices to enhance immersion. NPCs in the subway have their own routines and struggles, making the world feel alive while subtly reflecting Bella’s isolation and observations about them.


The game plays with perception and reality, as Bella’s interactions and growing fixation lead her into an eerie, nightmarish conclusion, only for her to wake up, revealing that the entire experience was a dream. This twist suggests an internal conflict, where she subconsciously punishes herself for her intrusive thoughts, highlighting how we naturally distance ourselves from discomforting impulses.
The phone is more than just a UI element in the game, it’s an extension of Bella’s character, it has a distinct look and it acts as both a gameplay mechanic and an immersive storytelling tool, integrating key features in a diegetic way.

*Using the phone in game
Camera / Character / Controls
The controls are simple and natural, focusing on exploring, talking to people, and using Bella’s phone instead of action-heavy gameplay. I wanted it to feel like part of her daily life, not just a game menu. You're not just playing as Bella, you’re seeing the world as she sees it, which was especially interesting for me to work on.
The first-person focus makes players embody Bella’s mindset, while third-person shifts remind them she’s just another person in a crowd, it’s like stepping outside of her perspective for a second.



Narrative Elements in Lighting
I hoped to make the game feel more dreamlike by using post-processing and lighting in a way that reflects Bella’s perspective and emotions. Purple has a very specific vibe, it’s moody, mysterious, and a little surreal. It’s not a color we naturally associate with reality, which makes it perfect for a game that plays with dreamlike elements. It also adds to the lonely, introspective atmosphere. I figured another way to compliment this would be making Bella's phone screen slightly warmer, like Bella is trying to find comfort in this isolating environment.
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