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Building keepsakes, not levels: the art of impossible islands

Why every island in The Gardens Between was designed like an object you could pick up off a shelf — the diorama philosophy behind indie gaming's most screenshot-able world.

Studio Editorial 18 June 2026 8 min read Art
Isometric island artwork

Early in development, the art team taped a rule to the wall: every island must look like something you'd want on your shelf. Not a level — a keepsake. A VHS tape ten metres tall, a couch you could sail, a treehouse that only makes sense in the memory of a child.

That single constraint produced the game's signature look: isometric islands that feel physically built and then gently broken by dreaming.

Studio Editorial

Long-form writing from the Gardens Between World team — guides, essays and the occasional confession from development.


In this article
  • Diorama first, level second
  • Light as architecture
  • The breaking point
  • See it up close

Diorama first, level second

Each island began as a physical-feeling composition — objects arranged the way a museum diorama arranges history. Only after the silhouette read as a 'thing' did designers thread the puzzle path through it. It's why the islands look inevitable: the puzzle was fitted to the keepsake, not the other way around.

The oversized objects do quiet thematic work too. To a ten-year-old, a bicycle wheel is enormous; to a memory, it's monumental. The scale isn't surrealism for its own sake — it's the honest size of childhood.

We stopped asking 'what does the level need?' and started asking 'what would this memory look like in a museum?'.
— Art direction notes

Light as architecture

The islands are lit like objects under lamplight, not spaces under sky. Each altar and lamppost was hand-placed, and the v2.0 remaster pushed this further — light now falls the way it does on a desk ornament at 11 PM, which is precisely the hour the game wants to be played.

Diorama composition sketch
Lighting study on an island

The breaking point

Every island gets one impossible gesture — geometry that could not exist on the shelf it's pretending to be. A staircase that continues past its own end, rain that falls in one spot only. The restraint is the trick: one impossibility per island reads as dream-logic; two reads as noise.

For screenshot hunters

  • Photo mode (v2.0+) hides the UI and unlocks free camera on finished islands.
  • Golden-hour islands (04, 06, 18) produce the best wallpapers.
  • The bundle's wallpaper pack uses renders from these exact compositions.

See it up close

The full art pipeline — from napkin spiral to lighting pass — is documented in the digital artbook with side-by-side concept and final shots of all twenty islands.

Keep reading: The digital artbook · Tour all twenty islands

Walk the shelves yourself

Twenty keepsakes to cross — A$7.99.