For my second project, I chose the Haunted House brief (Faculty of CEM at DMU).
[Initial Reference and Research - Pinterest]
[Initial research, Pera Palace hotel]
[Initial pencil sketches]
Floor Idea #1 - Art Deco and the Dawn of the Great Depression:

Initial Art Deco Reference - Pinterest Board
I think I want one of the floors to be stuck in the 1920s or 1930s, perhaps the exact year 1929 - the year of the famed stock market crash and the dawn on the Great Depression. An initial idea I had for a previous guest of this hotel was a man (perhaps nearing his mid 30's) who is a businessman, or investor, someone who handles money and riches for a living. He receives a phone call after checking in to this hotel for a business trip - or more devastatingly, a vacation maybe - informing him of the stock market crash. Realising that he's financially ruined, he can't bear the idea of living a life in poverty. In a state of complete hopelessness, he lets himself fall down the elevator shaft to his swift death.
I think that it's doubly important to make the hotel high-end, immoderate and luxurious, to hammer home the idea that this was likely the last of an extravagant lifestyle this man would experience, before he would return to a life with nothing to his name. I think that the juxtaposition between the hotel and his sudden circumstances will be more pronounced and hopefully profound.
Floor Idea #2 - Gas-lighting and Art Nouveau:
[Initial Reference and Research]
I really like the film 'Gaslight' (1944), about a married woman in the Victorian era who begins to fear her house is haunted. In precedence to every haunting, the gas-lighting in her room dims, then she begins to hear noises above her. Her husband constantly dismisses her claims as mad ravings, when he is in fact trying to drive her mad so he can acquire her family's treasure from the attic covertly, and while searching for that property every night, he turns on the lights in the attic, causing the other gas lights in the house to dim. This film is also where the term 'gas-lighting' comes from - to make someone think they're seeing things or persuading them that whatever they saw wasn't there and the like.
I like the idea of one of the floors being stuck in the 1890s with gas-lighting that dims infrequently, and audible whispers of a woman's voice desperately trying to calm herself, with the context of her husband planning to have her death look like the result of fright or an accident in the hotel. Having this floor of the staircase in the style of Art Nouveau would create a rich, vintage atmosphere and help situate this time in the hotel's life in the 1890s.
Floor Idea #3 - 1940s and the Blitz:
[Initial Reference and Research]
This was more of a throwaway idea, since there wouldn't be much of a floor to design, at least in comparison the other floors. The rough plan with this one is for most of the upper structure of the staircase landing to be destroyed, as if a bomb or aircraft hit it, and left the interior of the hotel floor to be flayed, with no ceiling remaining and the surviving structural supports to be embers. This floor would be situated above the others, and would not affect them, damage-wise.
An Elaboration on How the Floors Would Work Together - and Apart:
[Some rough sketches of how it'd work]
While the floors would be stuck in different eras of the hotel's life for every horrible thing that occurred on those respective floors, I envision the boundaries between these different floors to be a gradual transition instead of a 50/50 border. For example, the balustrade and stair railings on the 1890s floor would be wrought iron curly patterning, then between its landing and the 1930s landing, it's pattern would gradually change and snake into different shapes, which by the second landing, would be fully transitioned into an angular, Art Deco balustrade and railing. This is the principal I'd employ when designing any other continuous asset in the environment: The carpet would have a gradient of eras between floors, just like the wallpaper. The furnishings, light fixtures and decorations would simply be different on each floor: The 1980s landing would have gaslights, while the 1930s floor would be fitted with sconces and be powered by electricity instead. There could even be different styles of paintings adorning the walls or perhaps the same painting in different states of disrepair or aging varnish and discolouration.
A brief history of domestic lighting - Lucy Worsley
https://en.wikipedia.org/wiki/Art_Nouveau
Test lighting in Unreal Engine 4:
[Screenshots of lighting tests in UE4]
Downsizing the Project:
Considering that I only have 5 weeks set aside for this project, designing 3 different floors is likely an unrealistic goal. As per the advice of my tutors, I'm going to change my plan to only 1 floor (my chosen favourite of the three) and focus my efforts on that single smaller space.
I'm considering the idea of having some objects or furnishings that seem out of place, or switch places with their era-appropriate counterparts, or even jitter and phase in and out with complimenting effects, similar to Dishonored 2's 'Crack in the Slab' mission set in a manor where time is broken and distorted. However I only plan to attempt this later and only if time allows.
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| [Final initial sketch of the landing] |
Here's my new sketch and design of the downsized environment.
I also had another idea for how to make the landing more haunted and 'off' or unnatural: I mentioned in my initial notes on my choice of setting that hotel lighting can make it feel like every wall is looking at you.
While I like environments, I've little passion for creating them in comparison to how I feel creating characters. There's little for me to become emotionally attached or invested in, which is often what motivates me to see a figurative project through to completion. I don't feel invested in this 2nd project like I did in my 1st, but maybe I could change the way I'm approaching designing this environment and therefore the quality of the result: perhaps I could try thinking of the hotel as a character, in a vague sense.
This isn't exactly a revolutionary way of constructing a setting for a story. The Shining (1980) depicts a hotel that wants to keep its denizens forever, and The Haunting (1963) is about a house that becomes seemingly attached to one of its guests and manipulates her into staying. Of course, these are only interpretations of the mysterious happenings in these films, but they are popular interpretations, and I like the idea of this approach to this environment's design, although I don't plan to make my haunted hotel so nefarious a presence. (But I think that I could treat it like a presence when designing it none the less.)
My more revised idea is that the hotel as a space is actually scarred and affected by these horrific occurrences and that's the reason for its chambers becoming stuck in those moments, like the space is unable to let go. As for the more individual elements, I think that maybe the light fixtures - the figurative ones as seen in my sketch, could have sullen or mournful expressions, and perhaps even be looking in particular directions (either the player or elevator shaft, the place of the man's death).









