Project LIM

Project LIM is a unique exploration of liminal spaces and the psychological impact they evoke in players. Set in a series of interconnected, surreal environments that mirror the unease of backrooms, the game invites players to wander through hauntingly familiar yet unsettling locations.

As players navigate the spaces, they encounter various puzzles designed to challenge their perception and understanding of the environment. Each puzzle is intricately woven into the fabric of the environment, requiring players to engage thoughtfully with their surroundings.

The mood is a crucial element of Project LIM, crafted through atmospheric sound design and carefully selected visual aesthetics. The intention is to evoke feelings of nostalgia, isolation, and curiosity, immersing players in an experience that encourages reflection and contemplation. The result is a game that not only captivates the senses but also stimulates the mind, leaving a lasting impression.

More of my though process below!

Role(s)

Level designer

Level artist (no modeling)

Game designer

Year

2024 - 2nd semester

Deadline

2 months and 1/2

DEMO REEL

Level Design

Level 2 | The School

The 2nd level is the level I designed and made the level art for. This was created on my second semester with 2 other teamates and we only had about 2 months to make the game.

To make sure the scaling of the was good, I created references of our key components, such as our character, and played the game almost as soon as I placed something to see how it fits in the world.

Goal of this level

Our game is a walking simulation and is heavily focused on the enviroments and mood. That had to translate into the level I had to make.

The goal is simple, make walking interesting. One of strategies I wanted used is to make my level with varied evironments. I then chose to set a school as my inspiration. A schoot would allow to create the nostalgic feeling liminal places have as well as have different environments. That’s why we can find a library, a gym, a pool, a classroom, a bathroom and more in the level.

While only three of these places allows the player to progress in the stories, the others are there to reward exploration and make sure the player doesn’t get bored of walking.

This level is also important, because it is the first one in wich the player can die. The player will also need to return to this level, later in the story.

Overall Design

The design of the second level of the game emphasizes player choice, encouraging exploration. Unlike previous levels with a single main path, this level features a network layout that connects various routes.

Though there is a main path involving an encounter with the antagonist (#4) in the library before reaching the gym, players can choose to bypass this encounter through an alternative route directly to the gym.

The level introduces verticality with a second floor and crouching passages to enhance navigation and pacing. Concerns about players getting lost were addressed through playtesting, leading to minor adjustments for clarity.

Rewarding exploration, the environment features atmospheric elements, such as a classroom where objects diminish in size with distance. Additionally, as players progress, the level becomes increasingly oppressive, with washed-out colors, tighter corridors, and shifting lighting that create a maze-like experience.

Here’s a skech I made when designing the level. Some modifications where made in-engine as I created the level, but the basic paths and most of the layout is the same

Key moments

for the level design of the school

The first encounter

This moment is key for the level design. When the player starts, they can only go forward. As they move, they encounter an entity for the second time, but this time it will kill them if they get too close. To show this danger, the entity causes more static in the camera as the player gets nearer. It is positioned clearly in front, ensuring the player notices it. The player must then go right because the doors on the left are locked, revealing a pool. This suggests they may need to return later when they can unlock the doors.

Another important detail is the light at the end of the corridor, guiding the player forward and indicating they need to deal with the entity to reach it. The panel on the right helps players find key locations and encourages exploration, which playtests have shown to be effective.

Image of the encounter.

Pool is on the left, entity in front, directions and corridor on the right.

The gymnasium

When the player arrives at the gym, they see a lone lamp and must interact with it. This turns on the lights and reveals mannequins, but only one is a threat. The dangerous mannequin is chrome and moves when not seen, creating tension. If the player tries to leave, they find the door has vanished and must seek another exit, located in the top right corner. This spot encourages players to explore right. The exit is intentionally dark to keep players in suspense as they search, while benign mannequins are positioned to create an impression of being surrounded.

After finding the exit, players enter a maze-like corridor where the entity continues to chase them. A scripted event later traps the player, leading to the level's conclusion.

Designing the gym was challenging because players had to quickly understand the entity's behaviour. The chrome color clearly indicates danger, while the other mannequins redirect focus to the exit, increasing urgency.

Lights off

Lights on

Entity

The appartment

Goal of this level

The apartment plays a very simple, yet important role in our game. It serves as a hub where the player can move around and use the computer to access the videos (levels). While it does not have significant gameplay functions beyond the computer, we appreciate the idea of providing a space for the player to take a break. Additionally, it is a crucial location for world-building and storytelling for our character.

Desing

The design of the apartment is very simple, but effective. It is inspired by Neo’s apartment in the Matrix, a very dirty 1 1/2 apartment. We can find basic appliances such as an oven, a fridge, a bed, and, obviously, a desk with our protagonist's computer on top.

The desk is placed in such a way for good reasons. First, it’s facing the door, and we can see clearly the window to give openness and create the illusion that there is more outside of this box. Second, it allows us to see the whole apartment and its details.

Also, the level had to feel lived in and realistic. That’s why I have put a lot of details and many appliances.

Greybox prototyping of the appartment

Final result of the appartment

Level Art

Goal of the level art

Since our game is inspired by liminal spaces and gave it’s main focus to the mood and visuals, the level art was very important. My goal, going into this part of production, was to make environments that felt realistic and believable, yet they needed to feel deeply nostalgic and uncanny as part of the liminal codes.

Because our game is a walking simulator, I also had to make sure that the environments were creating storytelling and world-building and ensure that the player doesn’t get bored. I also tried to create recognizable environments since the player will need to come back in those levels to progress.

Level 1 | The subway

The subway is the starting level for the player and sets the game's mood. It's important to create the right atmosphere. Though I didn't design this level, I worked closely with the level designer to make sure his ideas were realized. He provided many references to help shape the environments.

To enhance the mood, I used mismatched and familiar tiles along with other elements to create a realistic setting. The contrasting colors and unusual lighting add an unsettling feeling.

The artwork also has a purpose; for instance, the entrance features wall textures that direct the player's attention to their next goal. To speed up the creation process, I reused some assets from the second level, adjusting them for the first level. This not only saved time but also helped create a unique look for our game.

Key moments in the subway level include:

  • Infinite Stairs: Here, careful alignment of assets and lighting was crucial to maintain the illusion of an endless ascent. Any misalignment would have made the teleportation back down obvious to the player.

  • The Ikea: This section presents an intriguing indoor course where the player must navigate twice to progress. After completing the first round, the player finds themselves stuck and must retrace their steps forward. On the second run, the environment takes on a more bizarre reality. The assets are poorly scaled, and the overall layout is intentionally chaotic, enhancing the surreal experience for the player.

Entrance

Refrence

Result

Waiting room

Refrence

Result

Ikea stage

1st run

2nd run

Infinite stairs

Sewers

Level 2 | The school

Since I’m also the designer of this level, it was much easier to achieve the vision I had in mind. Like the 1st level, I wanted to make the environment create nostalgia and uneasiness. A school setting was perfect for that.

The further you get in the level, the more oppressive it gets. There’s less light, details, and the walls become single colors with no taste. That’s to create a special atmosphere for what’s coming, the entity chase in the gym.

Like in the 1st level, I also used lighting and some assets to give instruction to the player, whether to interact with something or to give them directions.

Key Moments

The Pool: In the pool, I wanted to recreate the lighting of UV lights in bowling alleys. This type of lighting was perfect to set a mood because, in addition to being very nostalgic, it illuminates the room in a way that allows visibility while still maintaining a dark ambiance. This made the room distinct from the rest of the game and offered a refreshing change in environment while preserving the overall concept. I also incorporated classic public pool tiling textures to enhance relatability.

The Gym: The gym is a critical part of the game, as it is the only location where the entity will chase the player. Upon entering the room, it is enveloped in darkness; only when the lights turn on does the room reveal itself. I drew heavy inspiration from public school gymnasiums, evident through the iconic wooden floor, industrial ceiling, and brick walls. The room is designed to feel warmer than other areas of the game, achieved through both lighting and color palette choices, which contrasts with the tension of being pursued by the entity.

The Classroom: This room is entirely optional, and some players may miss it, but I designed it to reward those who explore. It serves to enhance world-building and immersion, suggesting that there is more to the experience than just the critical path. Similarly to the pool and gym, I utilized a washed-out color palette, but what sets this room apart is that the assets vary in size depending on the ceiling height, adding an additional layer of detail to the environment.

Main corridor

Alternate path corridor

Way to the gym

Classroom

Pool

The Gym

Tools and assets