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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.

2-Player co-op Puzzle horror Asymmetric perception
Project Liminal hero banner

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

Level design
Artist

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.

Level design inspiration board used to define Project Liminal's mood

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.

Early Sketch
Early sketch showing the level route idea
Blockout
Initial blockout of the top middle room
Merged to Other Level
Top middle room merged with surrounding level spaces
Later I turned them into these
Later visual outcome from level iteration Later visual outcome showing developed level mood

around the same time, the others has also finished ther level blockout so I decorate them into more polished looks

Polished environment pass screenshot 1
Polished environment pass screenshot 2
Polished environment pass screenshot 3
Polished environment pass screenshot 4
Polished environment pass screenshot 5
Polished environment pass screenshot 6
Polished environment pass screenshot 7

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.

Mascot-based monster direction board

I later end up landing on this roseman design that the whole team really loved, so do I.

Roseman monster design

later made a quick 3d model and ship it to the team.

Quick roseman 3D model silhouette Quick roseman 3D model with color pass

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.

Painting from Project Liminal art folder 1
Painting from Project Liminal art folder 2
Painting from Project Liminal art folder 3
Painting from Project Liminal art folder 4
Painting from Project Liminal art folder 5
Painting from Project Liminal art folder 6
Painting from Project Liminal art folder 7
Painting from Project Liminal art folder 8
Painting from Project Liminal art folder 9
Painting from Project Liminal art folder 10
Painting from Project Liminal art folder 11
Painting from Project Liminal art folder 12
Painting from Project Liminal art folder 13
Painting from Project Liminal art folder 14
Painting from Project Liminal art folder 15
Painting from Project Liminal art folder 16
Painting from Project Liminal art folder 17
Painting from Project Liminal art folder 18
Painting from Project Liminal art folder 19
Painting from Project Liminal art folder 20
Painting from Project Liminal art folder 21
Painting from Project Liminal art folder 22
Painting from Project Liminal art folder 23
Painting from Project Liminal art folder 24
Painting from Project Liminal art folder 25

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

Tutorial poster used in the lobby

later make the game poster

Game poster concept Final game poster variant

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.

Project Liminal team photo