Limerence

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