Summer Project Week 9: Visuals & Presentation Mood Board
- dylanknipe456
- Sep 12, 2021
- 3 min read
Updated: Sep 28, 2021
30/08/21
Mansion Types

Figure 1: Security cameras and how they are used within actual mansions were a huge inspiration for setting up fixed camera angles. Although I tried to make each camera interesting, I feel that treating them like an actual camera may not work in the service of gameplay, but makes an environment more grounded in realism.

Figure 2: Chicago Art Gallery. This art gallery is abandoned and by searching through pictures of these hauntingly beautiful premises, you can see the inspiration it had on my own art gallery. The use of statues to imply a story of grandeur and sorrow was something I wanted to implement in my own game, as well as just having a very memorable room with a unique mechanic tucked inside it.

Figure 3: Darlington Mansion, New Jersey. This was the mansion I used as inspiration for the dining hall. The use of the massive windows to allow for a dazzling amount of light was imperative to set the tone for this room. While the natural lighting is much brighter than in my game level, the use of natural light to highlight danger with the enemy’s shadow in the room was something I really wanted to punctuate.


Figure 4: Naperville Room Escapes, Illinois. Escape rooms were a massive inspiration for how I wanted to lay out the level, with the storage room being a homage to the few escape rooms I have visited. Initially before turning the game into a mansion-like setting, escape rooms and the way they are constructed within this picture were imperative to get across a sense of mystery, wonder and awe when exploring the hallways in my own level.

Figure 5: Manhattan Library. A beautiful library used as the inspiration for my own library. The use of the second floor was something I implemented purely from this location, which made me come up with the idea of the fake bookshelves. Like with the dining room, this picture is far brighter than the one used in my game. However, the thought of taking such a pristine-looking area and turning it into something more sinister with an infestation of enemies, was something I could not ignore and wanted to convey.

Figure 6: Unknown Mansion, Pennsylvania. This mansion’s foyer was used as inspiration for my own game. Unfortunately, I could not find the source of the mansion but I found this while trying to get the feel for the level itself. As the room, which the player is tasked to enter, is located at the top of these stairs, I wanted an almost regal appearance to be displayed when encountered. This indicated to the player that this is their ultimate goal. It is also in the style of Tudor Revival which was the overall style I wanted to follow for the other miscellaneous rooms of the game.
Framing
Figure 1: Use of windows to frame the player.

Figure 2: Important object in sight.

Figure 3: A unique perspective to solve a puzzle.

Figure 4: Feeling of realism when asked to find the very camera that is watching the player.

Figure 5: Being framed in a blanket of serene twilight before encountering the game’s biggest challenge.

Lighting
Figure 1: Use of lighting to show the player where to navigate first.

Figure 2: Use of flames from fireplace to give the room a warm, inviting feel.

Figure 3: Use of shadows to warn the player of imminent danger.

Figure 4: Showing the player the full picture of the room, while highlighting the key areas to inspect.

Figure 5: Use of light bleeding to inform the player of hidden areas.

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