Liminal Interactive

ICS+IMD

Introduction

Liminal Interactive consists of Brett Crowley, Caleb Ell and Sam Freemantle, a team of passionate, aspiring game developers. They were brought together by their mutual love of atmospheric, narrative-heavy games. Combining their interests, they began development on their game: Occulted. The game was inspired by early 20th century industrial Europe and the works of H.P. Lovecraft. It is an isometric top-down game that follows the protagonist, Roy, as he explores his home town, leaving it up to the player to decipher the truth of his reality.

Acknowledgements

Liminal Interactive was formed by three friends with a shared passion for game design and storytelling. They cannot wait to deliver an atmospheric narrative experience, as you investigate forces greater than yourself. Thank you for taking the time to read about this team; they are excited to welcome you to their table and will happily answer any questions!

Team Members

Brett Crowley

(Lead UI Developer, 3D Artist)

Brett is focussed on designing and implementing the UI widgets for this project, creating modular blueprints that flow well with logic and pre-existing data structures implemented by Sam. He has accomplished this by overriding functions and learning how to work with and implement some of Unreal Engine 5’s custom data types, like structs and data tables. Additionally, Brett has been working as a 3D artist for the project. This has mainly consisted of hard-surface stylized low-poly modelling in Maya, with some rigging of the organic models provided by Caleb using Blender. As someone who has played dozens of games throughout his life, with a love for worlds to get lost in and inspired by, he is incredibly excited to be working on this passion project with his close friends.

Caleb Ell

(Lead Level Designer, 3D Artist)

Caleb is responsible for implementing the game's level designs and 3D assets. He begins by concepting with art and greyboxing using Unreal Engine to get the scale of the level before finalizing it with assets. Using these assets, he has also created tilesets in Maya that can be modularized to help streamline the level building process. Additionally, he has tackled character creation, modeling both the protagonist and an additional character with distinct proportions for their respective body types. Currently, he is developing buildings and dockyard assets to bring the levels to life. He hopes to build upon his skills for jobs in the future and continue to work alongside his friends.

Sam Freemantle

(Lead Programmer, Texture Artist)

Sam is taking on most of the programming for the primary game systems in this project. He is focussing on creating a modular, expandable system that will perform well and be easy to work with in future iterations. To achieve this, he has been placing code within appropriate blueprints and components within UE5, and minimizing the logic within each blueprint or component to exactly what is required. To further support this architecture, he has been learning about some of the data structures that the engine provides, such as data tables, to make tracking and expanding upon the game data as easy as possible. He has also been expanding his skills in 3D texturing, creating textures that have a stylized, hand-drawn look, adding to the game’s atmosphere, while maintaining a quick and efficient work flow. Having a growing love for the genres this project is based on, Sam is excited to showcase his passions through this project alongside his friends.