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Remedy's creative director explains the horror design behind Backrooms and liminal spaces

By

Giovanni Colantonio

10d ago· 6 min readen

Summary

The creative director of Control Resonant (a Remedy Entertainment project) discusses the design philosophy behind liminal spaces and Backrooms in video games. The article explores how Remedy crafts unsettling, empty environments that evoke a sense of dread and unease, drawing parallels between the Backrooms internet phenomenon and the studio's approach to environmental storytelling. The creative director explains the psychological principles that make liminal spaces terrifying, including the uncanny valley effect applied to architecture, the disruption of familiar spatial expectations, and how emptiness can be more frightening than explicit horror elements.

Key quotes

· 3 pulled
The Backrooms tap into a primal fear of being lost in an endless, mundane space that feels familiar yet deeply wrong.
Liminal spaces work because they break the rules of how we expect spaces to behave — they're transitional areas that we're not supposed to linger in.
The most terrifying thing isn't what you see, but what you don't see — the emptiness itself becomes the threat.
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Control Resonant's creative director discusses how Remedy designs liminal spaces, and what makes Backrooms so terrifying.

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