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Alice's Nightmare
INTRODUCTION
Dive into a dark and nightmarish reinterpretation of Wonderland, where Alice's tortured mind materializes into a distorted, oppressive world full of symbols of madness. Each level represents a deeper descent into her unconscious, a journey where reality gradually cracks to give way to psychological horror.
Level 1: Alice's Room - The Prison of the Mind
At first glance, Alice's room seems normal, a peaceful refuge in a world she no longer understands. But quickly, the illusion is shattered:
A single window, locked by bars, revealing a distressing and distorted exterior. Medicines litter the table, suggesting mental disorders, hallucinations, an inner struggle. On the walls, scribbled drawings reveal a hidden area, a fantasy castle where she mentally escapes to escape her confinement. An unreal castle that she will have to reach to find answers.
A central area for "taking tea", a strange space where the tea ritual becomes a refuge... or a trap. An easel with an unfinished painting, depicting disturbing scenes that could predict her future. This first level serves as an introduction to the nightmare, a space where the boundary between reality and delirium begins to fade.
Level 2: The Hall of Doors - The Passage to Madness
Alice finds herself in a huge tower, but the latter defies all architectural logic. The walls are deconstructed, shifted, floating in space like a puzzle impossible to reconstruct.
The atmosphere is dark, only lit by flickering flames dancing on the walls. In the center of the room, a rickety table with a tea set... the first clue that this ceremony has a central role in her journey.
Several doors, all different, leading to unknown destinations. But one of them is tiny, impossible to cross unless you drink the tea on the table...
Each door represents a mental test, and Alice will have to choose her path, but is she really in control?
This level marks the first big test: Alice must accept losing a little of her identity to progress.
Level 3: The Maze – The Wandering Rabbit
A labyrinth of cold stone walls, frozen in eternal night. Here, everything seems to want to lead Alice astray: the corridors turn on themselves, some paths take her back, others disappear without warning.
Several secondary areas necessary to progress, where she will have to collect key objects to move forward. In the center, a table set for tea, but the armchairs are instruments of torture, rusty and worn, bearing the marks of previous "guests". At the end of the labyrinth, she finally meets the White Rabbit, but he is no longer the anxious and hurried creature she knew... He seems desperate, trapped, distorted by time. The tea ritual becomes increasingly strange, and each sip seems to alter Alice's perception.
Level 4: The Rabbit's House - The Suspended Illusion
The next stop is the White Rabbit's house, but it doesn't look like any normal house.
It is made of blocks assembled into a gigantic rabbit's head, an unstable structure floating suspended from a titanic tree.
The stairs break under her feet, the doors open onto the void...
Behind the house, a gloomy cemetery: here lie those who have failed. Graves engraved with names that Alice recognizes... or perhaps she imagines them?
The house contains a final message from the White Rabbit, a warning: the Queen of Hearts knows she is approaching.
This level marks the penultimate stage: Alice finally understands that this journey is not a simple escape, but an inevitable confrontation with something greater, more terrifying.
Level 5: The Queen's Castle - The Final Showdown
The entrance is guarded by a gloomy hedge maze, but this time, they are not simple bushes:
At the entrance, coffins containing the corpses of soldiers who fell while serving the Queen of Hearts. Further away, stone statues frozen in poses of suffering, as if they had been petrified alive.
The walls of the maze whisper, and some hedges move on their own, closing off paths, trapping Alice.
In the distance, at the top of a black mountain, stands the Queen of Hearts Castle, gigantic, menacing, illuminated by a blood-red light.
This is where the nightmare reaches its peak. Alice will have to face her final test, but one question remains: is there a way out? A Journey of No Return?
CONCLUSION
This level design project transforms Alice in Wonderland into a nightmarish dive where each area is a manifestation of her growing madness. Each level pushes the logic of the world a little further into the absurd and the distressing, transforming a tale into a truth.


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