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.

Emotions Evoked:
  • 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?

3D rendered republican office

Player actions available in the virtual world

Walk / Run
Free movement. May consume stamina.
Crouch
Allows movement through tight spaces or in silence.
Hide
Behind or inside objects. Key to avoiding detection.
Climb / Scale
Climb ledges and structures for alternate routes.
Jump obstacles
Overcome gaps or fallen furniture.
Interact
Open doors, use keys, read notes, activate objects.
Move objects
Push, drag, or block paths.
Quick decisions
Choose between routes or actions under pressure.
Image 1

Floor #1

Offices, rooms, administration, warehouses, packing room, service room, restaurants, bathrooms, garages, internal courtyards, halls.

Image 2

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.

Image 3

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 identity
    Each area feels distinct and recognizable.
  • +
    Motion effects
    Animations or visual elements that give the environment a sense of movement.
  • +
    Contrast and rhythm
    Emotional shift, e.g., peaceful garden vs. ruined cemetery.
  • +
    Verticality and depth
    Balconies, cliffs, or distinct height layers.
  • +
    Repeated symbols
    Objects or shapes that appear across the map.
  • +
    Memorable framing
    Striking 'postcard' visuals.
  • +
    Color palette
    Clear dominant tones that define the mood.
  • +
    Ambient sounds
    Rain, fire, or wind that adds atmosphere.
  • +
    Background motion
    Distant moving elements that bring life to the scene.

Concept

  • +
    Named with identity
    Unique names that evoke curiosity and meaning.
  • +
    Cultural inspiration
    Based on real-world places, myths, or traditions.
  • +
    Visual storytelling
    Story communicated through visual elements.
  • +
    Realistic style
    Realism with creative differentiation.
  • +
    Map shape
    Designed to enhance gameplay.
  • +
    Core emotion
    Built around a central feeling: fear, awe, nostalgia...
  • +
    Symbolic objects
    Items that hint at deeper meanings.
  • +
    Real culture ties
    Authentic references from real cultures.

Functionality

  • +
    Player flow
    The path feels intuitive and natural.
  • +
    Varied pacing
    Balance between action and calm moments.
  • +
    Line of sight
    Control visibility: can the player be seen or stay hidden?
  • +
    Reference points
    Landmarks to help players navigate easily.
  • +
    Height strategy
    Level design using vertical space for gameplay depth.
  • +
    Return paths
    Alternate or circular routes back to earlier areas.
  • +
    Interactive parts
    Elements like doors, switches, weather systems.
  • +
    Clear zone roles
    Each zone has a distinct function or gameplay purpose.
  • +
    Modular layout
    Reusable structures that allow expansion or variation.

THINGS YOU CAN DO...

Difficulty Levels Overview:

Intake Floor

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

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

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.

*The idea is simple: each level presents a degree of difficulty, but each one also represents a distinct emotional experience. The design is scalable — the higher you go, the clearer and more harmonious it becomes. At the base or first floor, things remain a bit more sober...
3D rendered republican office

:: REFERENCES TO DESIGN ::

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

! process under construction
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