3D Environment Design Services for Indie Games
A Virtual World of Horror Garden of Replacements
*This project is for a client and is in progress...
I've always believed that every map has its essence. I've played technically well-made maps that feel empty — they lack that nostalgia, that distinctive flavor. They remind me of small indie game studios: affordable, functional, but missing the emotional punch. Games like Blood Strike feel this way — clean, but not thrilling.Gears of War is the kind of reference we should aim for. But maps alone aren't enough — gameplay is just as crucial. Balance is key: composition, functionality, and concept must coexist. We can't let ourselves get lost in exaggerated low poly or visuals without meaning. There's too much technology available now to settle for less. We should use it — not just to enhance graphics, but to elevate the player's emotional experience.
Now, about this virtual world of horror: The concept is disturbing — the theft and sale of children's organs. But the challenge is in transforming that brutal truth into something artistically digestible, without losing its emotional weight. The story must live in the architecture — embedded in the walls, in the light, in the space itself. That's what makes this map different: it's not just decoration, it's narrative structure. I'm not just a designer. I'm an artist — and this is my responsibility.
My concept doesn't shout. It whispers in the background — felt more than seen — allowing the client's own story to breathe and take shape on top of mine. Psychological horror isn't about jump scares. It's about unease. The words we need are weight, trauma, secrecy, memory. And from there, I search for forms — not just by planning, but by experimentation.
Here's a brief story that anchors this world: A sleek, eco-conscious corporate building. Contemporary. Profitable. A place where content is produced — commercial, clean, efficient. But behind the walls, victims are processed. Selected. Prepared. Slowly disassembled to meet market demands. They're kept alive, professionally handled — until they are no longer viable.
Then, they're sent to the top floor — to feed a monster who only consumes what's still conscious. That's where the boss lives.
This level — it should be fun. Visually insane. Mechanically thrilling. It's gameplay-focused. A space where mystery, horror, and entertainment collide.
Because in the end, a great story is built from mystery, tight gameplay, and unforgettable visuals.
- Dissociation
- Depersonalization
- Alienation
- Conditioning
- Suppression of self
- Loss of autonomy
- Fragmentation
- Emotional reprogramming
- Induced trauma
- Silent anguish
- Encapsulated pain
Designed to simulate an experience similar to those who lived through something comparable — those who have seen life from a different perspective.
What would you do under those circumstances?

Player actions available in the virtual world
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Floor #1
Offices, rooms, administration, warehouses, packing room, service room, restaurants, bathrooms, garages, internal courtyards, halls.
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Floor #2
Upper offices, surgery rooms, life support rooms, psychological treatment room, bathrooms, staff resting area, organ compatibility lab, pain testing room, psychological isolation space, camera control room, freight elevator, emergency stairs, torso pit, drainage hallway, organic melting chamber.
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Floor #3
Central cross-shaped patio with grass, stones and flowers, corridors covered in vegetation, abandoned prison-like cells, internal balconies with vines, forgotten prayer room, whispering garden, hidden bridge, mold-covered surveillance room, tunnels sealed with roots, ritual space with columns and inscriptions.
Basic structural concept of a MAKMAPA environment
Composition
- +Unique zone identityEach area feels distinct and recognizable.
- +Motion effectsAnimations or visual elements that give the environment a sense of movement.
- +Contrast and rhythmEmotional shift, e.g., peaceful garden vs. ruined cemetery.
- +Verticality and depthBalconies, cliffs, or distinct height layers.
- +Repeated symbolsObjects or shapes that appear across the map.
- +Memorable framingStriking 'postcard' visuals.
- +Color paletteClear dominant tones that define the mood.
- +Ambient soundsRain, fire, or wind that adds atmosphere.
- +Background motionDistant moving elements that bring life to the scene.
Concept
- +Named with identityUnique names that evoke curiosity and meaning.
- +Cultural inspirationBased on real-world places, myths, or traditions.
- +Visual storytellingStory communicated through visual elements.
- +Realistic styleRealism with creative differentiation.
- +Map shapeDesigned to enhance gameplay.
- +Core emotionBuilt around a central feeling: fear, awe, nostalgia...
- +Symbolic objectsItems that hint at deeper meanings.
- +Real culture tiesAuthentic references from real cultures.
Functionality
- +Player flowThe path feels intuitive and natural.
- +Varied pacingBalance between action and calm moments.
- +Line of sightControl visibility: can the player be seen or stay hidden?
- +Reference pointsLandmarks to help players navigate easily.
- +Height strategyLevel design using vertical space for gameplay depth.
- +Return pathsAlternate or circular routes back to earlier areas.
- +Interactive partsElements like doors, switches, weather systems.
- +Clear zone rolesEach zone has a distinct function or gameplay purpose.
- +Modular layoutReusable structures that allow expansion or variation.
THINGS YOU CAN DO...
Difficulty Levels Overview:
Intake Floor
The beginning of the process.
Difficulty: Easy
Gradually escape from the first floor. Look for a way to climb to the second level and perhaps exit through a window. Everything is blocked on the ground floor.
Suppression Floor
Slowly, you will stop resisting and accept the procedure.
Difficulty: Normal
Find a way to survive the emerging threats. Run, jump, hide—do whatever it takes to stay alive.
Transmission Floor
The first seconds are the most painful. Then, you fade away.
Difficulty: Hard
Escape the trap. Avoid elimination inside the cage... flee by any means necessary.

:: REFERENCES TO DESIGN ::
Once all references are created and redesigned, they will replace the placeholders, revealing the true design of this virtual world.
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