THE DREAM
The Dream is an explorative, non-combat prototype designed to immerse players in an irrational world structured around two distinct levels: a beach and a mansion. Each reflects a different aspect of the player's psyche and emotional journey. The primary goal is to create an atmospheric experience where players roam and engage with the environment, uncovering a narrative through visual storytelling and interactive elements. The dream is an explorative dual-space experience built around emotional introspection and contrast
The Beach
A melancholic, liminal space of open exploration, it acts as a limbo space.
The beach world design offers openness, allowing the player to interact freely without a strict order. However, all main progression interactions must be completed to leave the beach.

what are you doing here?
A child greets you, not quite friendly, not quite human.
Listen to the melancholic music of the level to put you in the mood
DESIGN - Behind the scenes: Explaining the why’s
Narrative Structure
On The Beach, player interactions are intentionally loose and intuitive. A series of subtle moments scattered across the space rather than dictated steps. Thoughts emerge, camera movements shift gently, and interactions appear at the player's pace, creating a soft rhythm of discovery. The Beach is less about direction and more about presence. Beneath its quiet surface, emotional beats unfold in ways that feel personal, shaped by where the player lingers or what they choose to notice..
Design Highlights
- ● Non-linear world structure
- ● Soft-gated interactions
- ● Atmospheric storytelling through tone & space
- ● Interactive elements either giving lore or allowing progression
- ● Human-like entities are faceless or mannequins reinforcing the surrealism of the space
- ● Narrative storytelling through notes and visual cues
- ● Radio interaction spawns melancholic music that adds up to the atmosphere
- ● Sound design for all interactive elements
Can limbo be peaceful?
Screen Gallery
World Design Iterative Process Log
Iteration 4 - February 2025 :
Worked on refining terrain, addition of last art assets, framing and composition.
Added new interactions and a needed cinematic. Some small tweaks to audio interactions.
Iteration 1 - September 24:
Initial terrain and blockout with minor art assets and blockout to define areas scale and scope
Iteration 3 - January 2025 :
Added progression logic, landmark assets, and reworked pathing to enhance exploration and discovery.
Introduced new interactions and scripts, the tower now features gameplay.
Iteration 2 - December 24:
Addition of art assets main landmarks, refined pathing and main interest locations points.
iteration on gameplay flow and interactions. Island scale reworked and shrunk down


Gameplay Showcase

Is sweetness a disguise for something rotten?
You approach something familiar, comfort, childhood, sweetness. They offer you chocolate dripped in dread.

Nothing is meant to last
...Right?

You've been summoned to meet a god
Invisible platform forces the player to take a chance