Limbo - PS Vita



Limbo is a 2D sidescroller, incorporating the physics system Box2D to govern environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions. The game is presented in monochromatic black-and-white tones, using lighting, film grain effects and minimal ambient sounds to create an eerie atmosphere often associated with the horror genre. Journalists praised the dark presentation, describing the work as comparable to film noir and German Expressionism. Based on its aesthetics, reviewers classified Limbo as an example of "video games as art".


On this project I was responsible for connecting up numerous engine components that I had written for the in house game engine. For example this included the job manager, event system and trophy/achievement system and the odd bug fix. At the same time, I created new features/systems to meet the revised needs of the main client team, continuously integrating them back into our common game engine, aiding cross title development.

Technologies used:

C++, Sony Vita SDK