
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 refrences of our key componants, such as our character, and played the game almost as soon as I placed someting 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
I am a big fan of giving players a choice, and that translated heavily into the design choices I made while prototyping the second level of the game. While other levels were more straightforward with a single main path, I made sure that my level would be more permissive and reward exploration for the player. I used a network-type layout to connect every path together.
Despite my goal of having a more permissive level, there’s still a main path in which the player is confronted with our antagonist (number 4) and has to go through the library to make it leave, then proceed to the gym. What’s nice is that the player can fully skip that encounter and use another alternate path, allowing them to walk right to the gym, the final event of that part of the game.
I also added some verticality with a second floor and some places where you need to crouch to pass through, making navigation more interesting and to help with the pacing.
We were concerned that some players would get lost and that the level would feel too long, but after multiple playtests, we realized that the design worked almost as intended, and some minor modifications were made to help the player find their way.
Exploration is rewarded with moody environments that contribute to world-building, such as a classroom in which assets become smaller the further you go into it. One other interesting aspect I designed is that the further you progress into the level, the more oppressive and strange it becomes. Colors get washed out, the corridors become tighter, and it feels a bit like a maze as the lighting changes.s.
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 crucial for the level design. When the player spawns in the level, they have nowhere else to go than forward. As they walk, they encounter the entity for the second time in the game, but this time, it will kill them if they get too close, which wasn’t the case before. To translate that information, the entity creates more and more static in the camera the closer you get. Also, the entity is clearly placed in front so that the player can’t miss it.
At this point, the player only has one choice: go right. But this moment is still extremely important for the design. On the left, the doors are locked, giving view to a pool. The intent is to hint the player that they might need to come back here later, when they’ll find a way to open them (they will unlock as the player progresses in the story).
The second important thing is the light at the end of the corridor, in front. This light has the goal to indicate to the player that there’s more this way and that they need to get rid of the entity to reach it. The panel on the right is an idea we came up with to help the player locate critical places and encourage exploration. Playtests showed us that it was very effective.
Image of the encounter.
Pool is on the left, entity in front, directions and corridor on the right.
The gymnasium
Once the player reaches the gymnasium, they are met with a single lamp in the middle; the message is very clear: they must interact with it. Upon doing so, the lights turn on and a number of mannequins appear, but only one poses a threat. This dangerous mannequin is distinguished by its chrome color and moves only when the player is not looking at it, adding an element of psychological tension. Should the player attempt to retreat, they will quickly discover that the door has disappeared, forcing them to find another way out.
The exit is strategically located in the top right part of the gym. This placement takes advantage of the tendency for players to move right by default, encouraging exploration in that direction. While the exit is not difficult to locate, it remains intentionally unlit to prolong the player's stay in the gym, while they search for it, heightening the suspense of being pursued by the entity. The other mannequins are benign, yet their clever arrangement gives the illusion of being surrounded, providing the player with breathing space as they navigate the area.
Upon finding the exit, the player enters a maze-like corridor, where the entity continues its pursuit. Eventually, a scripted event unfolds, cornering the player and culminating in the ending of the video.
Designing the gymnasium presented a significant challenge due to the need for players to quickly grasp the entity's mechanics in a limited time frame. The distinct chrome color of the entity serves as a vital visual cue, making it clear that it is a threat, while the other mannequins maintain a focus on the exit, thereby enhancing the feeling of danger and 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 first level the player starts in and serves as the cornerstone for the game’s atmosphere. It is essential that the mood is effectively established, and while I did not design this level myself, I collaborated closely with the level designer to ensure his vision was honored. He provided numerous references that guided the creation of the environments.
To enhance the mood, I incorporated poorly matched and recognizable tiles alongside various other assets to create a believable setting. The clashing colors and intentionally strange lighting contribute to an uncanny feeling that I aimed to evoke. The art within the level also serves a functional purpose; for example, the entrance features wall textures strategically placed to guide the player’s look toward their next objective.
In an effort to streamline the creation process, I reused some assets from the second level, cleverly adapting them to fit the first level. This decision not only saved time but also helped to establish a distinct aesthetic throughout 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. On the second run, the environment takes on a more bizarre quality. 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 at the same time. 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
Engine : Unreal Engine 5.3.2
Asset Packs :