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Horror Room

The one thing that my previous attempt at this room lacked was some sort of story; some sort of reason that it was like that. In this revisit of the scene I wanted to take it and do something with it that would make the whole thing more interesting. So, clearly, the opposite of boring blue was very deep red. While the color scheme did give it that story aspect I was looking for (because now it reminded me of some sort of sacrifice room where horrible things happened), the lighting suffered. I'd gotten some feedback on the other one about the darkness and accidecanlly overcompensated by turning the skylight way up, which made the whole thing less... scary. Other than the color and the skylight intensity, I didn't really do much with the lighting. But I could now change the color and dirt wear of everything in engine as opposed to re-texturing it, so on the next go around I plan to deal with the lights and making things come together into something that feels more finished.