A work-in-progress motel room environment created for my indie horror game Whiskers.
The scene is entirely modeled in Blender with a low-poly, stylized approach aimed at striking a balance between realism and surreal tension.
Lighting is intentionally dim and cold to evoke a liminal, eerie atmosphere — one that reflects the psychological descent of the player.
This is part of an early blockout and lighting pass, focusing on composition, scale, and mood before introducing textures and gameplay interaction.
More detail passes and props are currently in development.