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Línea 0

Key rOLE(S)

Director, Narrative, Level Design, Art Director, 3D/2D Artist, UI, Sound Design, Secondary Programmer, VFX

general description

Luis, disoriented while riding the Santiago subway, suddenly falls into a liminal space. Human life seems nonexistent here; only he and certain strange entities, once human, exist in this mysterious place. The player takes on the role of Luis, exploring seemingly abandoned and unexplored areas, searching for a way out and back to the surface. He will encounter various puzzles to access other areas and obtain key objects to progress. Slowly, the nature of this place, the nature and purpose of these entities, and ultimately, the reason for Luis's fall will be revealed. Tension, liminal terror, and the unease generated by the creatures will be ever-present throughout the game.

yEAR

2026

GENRE

Survival Horror, Puzzles, Liminal Horror

PLATform

PC

STATUS

Demo Available / itch.io

team (Displace studio)

Ignacia Lobos
Brandon Hanson

Juan Pablo Rivera

David Contreras

Work I did

Director

  • Team representative

  • Work organization using a Gantt chart

  • Responsible for the main documentation (GDD, Thesis/Project Report, Work/Task Lists)

Narrative

  • Creator and writer of the main story (background, conflict, and development of the main character)

  • Background and lore for the main character and various NPCs

  • Writer of cinematic dialogue

Level Design

  • Hand-drawn sketches of the levels for Chapters 1, 2, 3, and 5

  • Digital sketches of the levels; enemy spawn points, player guidance, objectives, notes, locked rooms, cinematic points, etc.

Art (Modeling and UI)

  • Research and collection of visual references.

  • Creation of base models (aesthetic direction) as development references; Station, Interior/Exterior Metro, and Entity (Character)

  • Post-processing of renders to support the Pixel Shader aesthetic direction

  • Full modeling and texturing of levels/world (Station and Underground Rooms)

  • Modeling and texturing of characters, items, and decorations

  • UX/UI design mockups for the Main Menu

  • Game and company logo design

  • Inventory and Mental Journal UI design

  • Character rigging and animation

  • Use of Rig Animation in Unity for free head animations on characters

  • Direction and creation of cinematics, including environmental setup, dialogue, animations, and visual effects

  • Transfer and implementation of art into Unity, including the necessary optimizations (static objects, occlusion culling, proper material implementation, among others)

Programming

  • Design and programming of various environmental mechanics

    • Elevator System

    • Karma System

    • Dialogue System

    • Audio System (Music and SFX)

    • Cinematic Tile System

    • Cinematic Trigger System

    • Mini jump-scare systems for various environmental elements

    • Zone-based Lighting System, supporting optimization to improve overall performance

  • Player Mechanics

    • Flashlight behavior

    • Power outage events

  • Ghost Mechanics (secondary enemies)

    • Programming of states and behaviors

  • Programming of HUD visual effects (Cursor and Items)

VFX

  • Creation of a Glow-type shader for items

  • Creation of a shader for the Mental Journal background

  • Fatigue animation for the main character (screen border effect)

  • Management of supporting assets (Retro Shader Pro and Volumetric Light Beam)

Sound Design

  • Sound direction for the project

  • Composition of demos (Menu) for establishing the project's sound direction and creating test SFX

  • Editing of SFX and music in Reaper

Created Models / Art

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