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Limina: Stuck at the Threshold (Experience Pitch)

Limina: Stuck at the Threshold is a gothic, maze‑escape experience concept focused on player‑driven exploration, spatial navigation, and atmospheric tension. Developed as a fourth‑year Concept Design project, the experience adapts Angela Carter’s The Lady of the House of Love into an interactive environment where players navigate a decaying manor guided by environmental cues, pacing, and player choice.
The project explored how environment, layout, and mechanics can shape player behaviour and emotional engagement. Through iterative development, I designed spatial layouts, progression beats, and interactive cues to support navigation and flow, focusing on how players read space and are guided by narrative. Limina was used as a proof‑of‑concept for environment‑led gameplay, emphasising iteration, player experience, and clear communication of design intent through visual documentation and prototypes.

Through the Threshold:
“Limina: Stuck at the Threshold,” is the pitch concept for a gothic, maze-escape location based experience. An adaption of Angela Carter’s short story, “Lady of the House of Love,” the Vampire of this house invites you to explore the manor with watchful eyes. Through its iterations, this project revolved around the willingness to escape cyclical reality and explore this desire through liminal phenomena.

Key art mood piece

Key art mood piece

Experience map, Tower model 3D

Experience map, Tower model 3D

The Tower: Central maze space. Blender initial 3D model and experience mechanics.

The Tower: Central maze space. Blender initial 3D model and experience mechanics.

3D top-down mood piece

3D top-down mood piece