Project Liminal
Project Liminal is a two-player co-op puzzle horror experience set in a surreal gallery where each player sees a different version of the same world. You can only progress by communicating what you see, spotting mismatched details, and reacting fast before the room shifts again.
Project Overview
Project Liminal is a co-op experience where two players compare different views of the same space. Progress depends on communication and spotting what changed from each perspective.
Game Trailer
My Role
Mood and Visual Direction
We aimed for a clean gallery mood that feels calm on the surface but slightly unsettling the longer you stay. Bright white rooms, open sightlines, and minimal clutter make every shift in space feel more noticeable. The reference board guided both the atmosphere and how room composition supports player communication.
Early Level Design Layout
Early blockout focused on the routes and room locations
The making of my level
My role is to make a level for the middle top room, so I decided I wanted the room to look like this.
around the same time, the others has also finished ther level blockout so I decorate them into more polished looks
The making of the monster
Its not really a horror game without an icon monster.
Ive gotten a task to came up with a monster design and model them.
I went with more of a mascot based monster like these.
I later end up landing on this roseman design that the whole team really loved, so do I.
later made a quick 3d model and ship it to the team.
The making of paintings
But my core task is to do painting so ive spent most of the time illustrating painting.
At first I've tried to fit the painting style to those painting you see at the art gallery but later shifted to what ever we can due to time constraint.
Here's some of the painting ive made.
Tutorial, Posters and Credits
Then ive made a quick tutorial poster and a tutorial video at the lobby due to player had a hard time what to do
later make the game poster
And i made this little credit scene with my own cover of fly me to the moon
My Takeaway
This project taught me how much production quality depends on communication and fast iteration across the whole team. My main growth was balancing art direction with practical scope, shipping assets that support gameplay clarity, and adapting quickly when time constraints forced simpler but stronger decisions.
Working with this team made the final result possible, and it pushed me to think more like both an artist and a designer at the same time.





























