Environment Artwork 1

Mandatory Playtesting Session

The basement is the most important area of the game, since this is where the killer murdered Alex’s grandmother in the 1930s. Since this place was abandoned in the 1930s, I knew that it had to look worn, and that I would have to look up references from the 1930s.

The concept art for the surgery room in Maja’s GDD:


Based on this concept art, I looked into finding references that would suit the room. I also kept a similar colour palate used in the mansion exterior piece. Considering my initial sketch of two backgrounds, I split the ideas in this one image into two separate backgrounds.

I decided to base the microscope on a Compound microscope since they are used in biological research and for medical purposes.

Basement B Perspective draft


While the perspective is a bit odd, looking down at the room from an unnatural height, I thought that it gave the space an unusual and disconcerting feeling that emphasised the strange colours, that being a particularly green palate.

Basement B Colour blocking draft
Basement B Objects draft
Basement B Shading final
Basement A colour blocking draft

To add more continuity between the perspective switch in the basement, I added the surface space and door, despite them not being in my original sketch. This was due to advice from my teammates.

Basement A objects draft
Basement A objects 2 draft
Basement A shading final

Since I want the player to be able to walk behind the camera and bed, I decided to keep them sperate:

Basement A foreground final
Basement A background final
Basement A tray zoom-in colour block draft

In many point and click game, there will be interactive areas that allow the player to see a zoomed-in version of something in the background, allowing us to give more important interactive details that we wouldn’t have been able to show visually otherwise. This trolley could be an example of this within ‘Memories of a Misty Seashore’.

A scene of a shelf from the Charnel House Trilogy

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