Limerence

Decaying City Scene in Unity

Decaying City Scene in Unity

Year

'25

Client

Service

Game Design

Limerence is a procedural city and walking simulator built in Unity. The project started as an attempt to create a narrative mythos akin to William Blake’s Albion. Stylistically, I wanted to respond to indie game resurgence of PSX style.

© Limerence

Ideation

I researched hippocampal maps as a framework for geometric reconstruction in memories, which then inspired a procedural output. Dream theory was another inspiration for me, as I was curious towards the dichotomy between being a passenger versus untethered freedom found with lucid dreams. This culminated in the player only being able to traverse through indoor and outdoor corridors — a less is more approach.

Technical Features

  • Wave Function Collapse used for procedural city layout (explanation)

  • Post-Processing shaders and CRT effect implemented with help of Haunted PSX Render Pipeline

  • Distance-based frustum culling for optimized performance

  • Time-based decay effects where lower LODs models are gradually replaced over time

Unreal-Inspired Real-Time Renderer

Flames of Fury

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