As the Executive Producer of LIMBO, Dino Patti knows what it takes to deliver a world-class product. Developing LIMBO as the Co-Founder and CEO of Playdead taught him invaluable lessons about creating impactful games. Here’s what he learned:
1. Accessibility matters.
We designed LIMBO to be approachable for everyone, whether they were seasoned gamers or picking up a controller for the first time. By simplifying the controls to just a ‘jump’ and ‘interact’, and eliminating traditional tutorials, we allow players to learn through discovery.
From the moment the game begins, players are immersed in the experience—no menus, no instructions—just exploration. This simplicity made LIMBO accessible to a broader audience and proved that less can be more.
2. Immersion is everything.
Immersion was at the core of LIMBO’s design. With the monochromatic art style, dynamic soundscapes, and no dialogue, we crafted a world that drew players in while still leaving much to their imagination.
Audio design played a pivotal role, with subtle environmental sounds like footsteps and creaking wood creating a strong sense of presence. By keeping everything minimalistic and stripping away distractions, we allow players to lose themselves in the atmosphere. Often, it’s about removing elements that break immersion rather than adding more.
3. Curiosity drives progression.
Rather than explicit objectives or goals, LIMBO relies on curiosity to drive players forward. Every scene was designed to hint at something new or unexpected—whether it was a blinking light in the distance or the unsettling sound of a machine in the far distance.
This approach creates a sense of wonder and discovery, empowering players to feel ‘agency’ as they explore the game. It’s a design method unlike many other games and something that took me time to fully grasp.
4. Testing teaches.
This aspect is often overlooked by smaller teams but playtesting played a pivotal role in the development of LIMBO. Here, instead of asking players for feedback, we observed how they interacted with the game.
Watching players’ reactions -where they hesitated, struggled, or smiled- helped us refine the experience. This process reinforced the importance of using gameplay itself to communicate, rather than relying on instructions.
Conclusion
The production of LIMBO taught me that great games aren’t just about visuals or technology. They’re about creating meaningful, memorable experiences for players. Accessibility, immersion and curiosity are powerful tools in game design, and observing how players engage with your work can unlock new insights. What’s one lesson you’ve learned from your own creative work?
If this resonates, follow Dino Patti here for more insights on design, leadership, and impactful work.