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.
Quick navigation:
what are you doing here?
A child greets you, not quite friendly, not quite human.
Audio recommended for dialogue
Listen to the melancholic music of the level to put you in the mood
Screen Gallery
DESIGN - Behind the scenes: Explaining the why’s
Narrative Structure
On The Beach, player interactions are intentionally loose and intuitive. Subtle moments are scattered across the space rather than dictated by steps. Thoughts surface gradually, camera movements shift gently, and interactions unfold at the player’s pace, forming 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 and what they choose to notice.
Design Highlights
- ● Non-linear world structure
- ● Soft-gated interactions
- ● Atmospheric storytelling through tone & environment
- ● Interactive elements reveal lore or progression
- ● Faceless mannequin-like entities reinforcing surrealism
- ● Narrative cues through notes and environment
- ● Radio interaction spawns melancholic ambient music
- ● Sound design integrated for interactive elements
- ● Portals enabling fast travel across the island
- ● Beach soundscape
Can limbo be peaceful?
World Design Iterative Process Log
A breakdown of how the island evolved through iterative passes refining layout, emotional pacing, and interaction flow.
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 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?
Audio recommended for dialogue
You approach something familiar, comfort, childhood, sweetness. They offer you ice cream dripped in dread.
Nothing is meant to last
...Right?
Audio recommended for dialogue
Portals portals
These were added to solve a design issue even after scaling, the island was still too wide to explore comfortably. The portals solved that, while also adding a surreal layer to the experience.
You've been summoned to meet a god
Audio recommended for dialogue
Invisible platform invite the player to take a chance