Hi. I’m working on a horror/puzzle game as of now, I’m not a builder so I’m not well-versed in this, I need some help with this decorating this room.
Furniture would help, unless you’re trying to make it as empty as possible.
Depending on the type of horror game, you may want to leave it empty, maybe you’d want to something like Doors, or maybe you’d want to add abstract paintings that look creepy. Maybe a well-furnished room with a suspicious lack of inhabitants?
If you could explain what kind of furnishings you’re looking for, that would help.
personal opinion
Personally, I’d …
•Add a nice lil painting w/a crooked side table-ish thing to the right on the first image
•Put a table under the light in the second picture, maybe a couple overturned chairs here and there. A broken clock on the fourth image area. Etc.
•I’d keep the third setting more or less the same, perhaps a rug down the hallway.
Take that with a grain of salt though, as this may not be the atmosphere you want and a couple of the things I listed may seem mismatched.
To the corridors, you can add some plant pots, additionally
This is definitely something I’m looking for. I want it to be decorated but still empty at the same time.
I don’t want to add things to it that will take away from the eerie effect. I want it to feel “doorsy”
i think the best way to do that would be something like*
• Only a couple pieces of furniture, overturned ( and small ), maybe a halfway-rolled-up rug in a corner.
• If you add a plant like @Omnipotent_Corrupted said, probably make it dying/dead or the pot broken.
• No wall art-this will make the room seem smaller and fuller, and that is not the goal.
Hope this helps!
*
I’m not a professional decorator or something, so some of this may not be ideal advice
Thank you for this advice. I want to implement a sort of claustrophobic feeling to the game. It’s also going to be very sensual. With a lot of sounds.
Sounds great! I look forward to seeing how it turns out!
yes I am aware that it’ll probably take a while, but I can wait
Exactly! Try adding plant pots, though make them in a dying state or make their color dark and less saturated/with less color.
Is it a game with liminal spaces? I see a huge inspiration on it.
I want it to have that feeling. Any tips on it?
If you want to make a liminal space game, you need to make sure it brings the player the feeling of discomfort and loneliness. Try to add things that make the player feel déjà vu, and add places of transition, in-between spaces. You can also make it surreal and unsettling.
A good example of a liminal space is the Backrooms. I even worked on it for a long time:
Of course, it needs more work as of now, but the main tips are here. Check these images and ask yourself: “What makes it unsettling?”
Thanks for this. I want to add those same floorboards to mine (not sure what they’re called) for more detail. I want it to have a perfect mix between doors and a liminal space like the one pictured above. At the same time for performance I do not want to overwhelm the player with detail because for lower end devices this will be a problem. And for low graphics settings I still want it to look good.
I also don’t want my game to get too dark. I’ve had experience with “too dark games” before, and people complaining about visibility.
Turning the ambience to 0, 0, 0 (removing all natural light), this is the effect it has:
Any good?
you could add pictures on some of the walls. But like make it all the same picture. maybe with slight variations like one is ripped or graffitied on.
idk
This sounds nice, I’ll need to find a very intriguing picture.
You mean the carpet I’m using? The floorboard’s texture I’m using? I can share it with you. I have a site with multiple textures like walls, carpet, glass textures… Take a look at it:
It has like a lot of textures you can try implementing into your game for more realism. You need to enable Material Service. If you want any more help on how to put textures into your game, contact me.
About the perfect contrast between the doors and the hallways, you need to ensure the doors are placed in a way that doesn’t seem too apparent. For example, try adding a huge, linear corridor with a door right into the end.
You can try adding doors placed non-sensically:
For example, this image. The door is inside a room full of things, but it is located weirdly, right? Or, for example, doors at the ends of walls like this one:
The door is located at the end of a wall. Do NOT put a lot of doors into a single hallway, or else it will remove the liminal feeling.
Additionally, if you haven’t enabled Future Lighting, enable it now. Try not to use a point light, and use a surface/spot light pointing up to illuminate the ceiling.
Decrease the light’s general range, and make it fluctuate between them. Make the light’s part glow up just a little bit. Also, could you sent your lighting settings? Including the effects like blur and color correction?
Thank you in advance.
Thank you!! I will use them.
I like it, the realism along with the discontinuity makes it uncanny.
The ambient is pretty bright right now, which is because it’s a bit hard to build in the dark.
Others have mentioned this before I, but you may to an extent want to leave the room empty. Simply swap the current textures for more apt, detailed ones. Give the space some life. Now if you were not wanting to leave it empty, start with Furniture. The toolbox is an awesome tool for free Mesh’s and so forth. Just play around with the style, see what works and what doesn’t.
I’ll share the carpet texture I’m using later. If you need any ideas on the map, you can search for some liminal space images. Regarding the settings, I recommend adding a blur, color correction, atmosphere, and more. I recommend putting EnvironmentSpecular and the other one at 0. I recommend decreasing the Ambient to like 125,125,125
, decreasing the exposure compensation just a little bit, and done.
I recommend changing the textures and stuff like that, adding a lot of details, models, etc… as it make the game more realistic.
A LOT better. Also, yes, turn off EnvironmentDiffuseScale, as they are generally used to affect the outside ambient, not the inside ambient, and enabling them makes the inside ambient being affected by the outside one