Poolrooms: The Deep End
By Max DiCarlo & Owen Jamal
(Real time in-game)
Thesis
Poolrooms: The Deep End is a non-linear horror puzzle game that explores an alternative approach to horror game design. Instead of guiding players through a single path, the game encourages exploration, discovery, and player choice. The goal is to create a more immersive experience where the fear of the unknown and the freedom to explore are central to the gameplay.
What are the Backrooms?
- Fictional horror universe that originated from an internet post in 2019
- Endless maze of unsettling spaces outside of reality
- Entered by accidentally "noclipping" through the world
- Focuses on isolation, exploration, and fear of the unknown
- Expanded by an online community into hundreds of unique levels
- Inspired games, videos, stories, and films
- The Poolrooms are one of the most popular Backrooms environments, featuring endless pools and dreamlike architecture
Why the Backrooms?
- Large and active online community with millions of fans
- Popular setting for horror games due to its mysterious atmosphere
- Encourages exploration and environmental storytelling
- The Poolrooms provide a unique mix of beauty, mystery, and unease
- Open environments support my goal of non-linear gameplay
- Allows players to feel lost and discover clues on their own
- Chosen because it offers a different type of horror that relies on atmosphere rather than constant jump scares
- Recent media and film adaptations have increased interest in the Backrooms concept
Design goals
- Non-Linear Exploration
- Allow players to choose their own path
- Encourage discovery instead of following a set route
- Make exploration a core part of gameplay
- Atmospheric Horror
- Create tension through environment, lighting, and sound
- Focus on unease and isolation rather than constant jump scares
- Make players feel lost in an unfamiliar world
- Player-Driven Puzzle Solving
- Let players uncover clues naturally
- Reward observation and exploration
- Provide multiple areas to investigate instead of a single objective path
Precedents
The Stanley Parable:
Technical Precendent
Subliminal:
Visual Precedent
Story Board
Start in the office and find the elevator after playing a VHS tape
Elevator takes you down to the subway where you find a mysterious orb
You noclip through the ground as you go to examine the orb
Land in the Poolrooms and solve puzzles to try and escape
Sketches
Prototypes
Movement & Camera
Door & Keypad
Lighting & Textures
Technical Diagram
Interactables
Input
Output
Testing & Iterations
Iteration
User Report
Lever and light exploding
"Felt eerie and suprising"
Audio, inventory, doors, and movement
"A little unintuitive but creepy"
Gameplay, features, story, quests
"Story & mechanics slightly confusing"
Sketches Option 1
Compile all sketches in one slide (delete this)
Final Photos
Poolrooms: The Deep End is a non-linear horror puzzle game that explores an alternative approach to horror game design. Instead of guiding players through a single path, the game encourages exploration, discovery, and player choice. The goal is to create a more immersive experience where the fear of the unknown and the freedom to explore are central to the gameplay.