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Liminality

 3D first-person dual-world narrative puzzle game

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It is a 16-week project in which I served as the sole developer. I conceived of, designed, and built the entire project from the ground up. The game was created in Unreal Engine 5 and features environmental puzzles and narrative exploration; players take on the role of a night watchman who travels between the realm of the living and the underworld. By traversing the two worlds, players can investigate both halves of a village and gather clues from both realms to solve puzzles and uncover the mystery surrounding a disappearance. The game's dual-world visual system and environmental storytelling provide players with an interactive experience that depicts elements of traditional Chinese folk beliefs regarding life and death.

Inspiration

Cultural Roots

Growing up with Chinese folklore, I was always intrigued by how traditional beliefs shape our perception of reality.

This inspired the core mechanic of my game: switching between the Yang world (realm of the living) and the Yin world (realm of the dead). This duality is framed by the Bagua, an ancient cosmic framework governing the transition between these states.

Puzzle as Ritual

Shifting worlds transforms folk rituals into environmental puzzles, allowing players to gather clues and confront deeper evils to uncover a hidden truth.

Dual Worlds Framework

Narrative

Normalcy

Memory Traces

Truth Revealed

Ritual Completion

Suspicious Clues

Evidence of Crimes

Act I: Setup

Act II: Confrontation

Act III: Resolution

Yang World Line

Yin World Line

Core Mechanic

Realm Switching

  • Press X to shift between the living world and underworlds

  • Each location shows two different realities

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Dual-World Puzzles

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  • Clues are split between both realms

  • Combine information from both sides to solve puzzles

Item Collection

  • Find 3 talismans to break the evil ritual

  • Use keys and passwords to access new areas

  • Collect tapes to solve puzzles

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Environment Interaction

  • Crawl through tight tunnels

  • Climb walls to reach hidden spaces

  • Move furniture to discover secrets

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Game Sequence & Progression

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The diagram shows the chief's hidden room with a table (Left) and a coffin (Right), where players switch between living and spirit worlds to discover different clues in each realm.

04

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Old Woman’s House

Village Head Main Bedroom

Basement

Hidden Room

Ancestral Altar

01

02

03

05

Hidden Room

  • Obtains crime recordings and final area access

  • Eliminates all doubt about village's guilt

Ancestral Altar

  • Completes ritual with three talismans

  • Achieves emotional closure by reuniting mother and daught

Basement

  • Meets murdered girl's ghost and accepts rescue mission

  • Transforms from search to rescue operation

Village Head Main Bedroom

  • Discovers villager conspiracy and hidden basement

  • Confirms village secrets require investigation

  • Finds missing daughter's diary and gains spirit vision

  • Shifts from routine job to personal mission

Old Woman’s House

Level Design

LEVEL 1

The house of the Old Woman

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Unlocks realm-switching mechanic

Establishes emotional core and narrative premise. Natural story introduction

Start

LEVEL 2

The house of Village Head

Unlocks realm-switching mechanic

TV:News Broadcast.

Telephone: Living World - villager's warning;

Underworld - girl spirit's curses

Stores password for refrigerator hidden door

Four tapes hidden across two tunnels (2 per realm)

First of three required talismans

Provides Misson - collect three talismans

Plays different audio based on tapes collect in different realm

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Conceals entrance to basement

Start

End

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Living World - hiding spot for second talisman;

Underworld - atmospheric horror element

One key in each realm required for final cabinet

Contains third talisman

behind dual-key lock

Development Process

Lighting

  • Crafted ambient lighting to enhance the overall atmosphere.

 

  • Implemented focused lighting on interactive points to intuitively guide the player's attention.

Sound

  • Established an audio landscape of terrifying silence to build tension.

  • Utilized directional and proximity-based sound cues to subconsciously guide the player's navigation.

Filters

  • Employed distinct color filters to visually differentiate the realms of the Yin & Yang world.

  • Applied an oil painting filter to the entire scene, heightening the sense of mystery and artistic style.

Modeling

  • Created key interactive props, including movable planks and a refrigerator with a critical hole.

Clue Design

  • Create key narrative assets: custom newspapers, diaries, and televised news reports.

Auto Door System

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The door opens automatically when the player approaches it.

Mouse Hover Highlight System

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Interactable objects are automatically highlighted when hovers the mouse over them.

Interactive Object System

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The player can press [G] to move objects, such as planks and coffin lids.

Climbing System

The player can press [E] to climb upwards, used in the final level to ascend into the Ancestral Altar on the second floor.

Crouch & Crawl System

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The player can press [Z] to crawl, used for navigating basement and pipe areas.

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