How I Turned an Ordinary Diesel Generator Room into a Psychedelic Serpentarium
In my previous post, I talked about the major struggles and small victories I faced while building the locomotive cabin level. It’s probably worth mentioning again that Dark Trip is an Escape Room-style game being developed for both PC and VR. And in VR especially, atmosphere is everything.
Since I’m a solo developer handling the level design, visual art, implementation, programming, sound, and… well, basically everything (though not without help from a colleague and friends!), not every idea works perfectly on the first try. Sometimes the flaws only become obvious later — especially after creating newer levels where the style and atmosphere feel much more refined. Going back to older content after that can be a painful experience. Some levels just stop feeling as interesting as they once did.
One of those levels was the “Generator Room.”
Overall, the level itself was decent. But the “under the pills” mode (where the player takes a mysterious substance that lets them see things hidden from them in a normal state) felt a bit underwhelming. Especially compared to the newer areas. Players noticed it too: not enough snakes, not enough horror, not enough hallucination-fueled madness.
Either way, it was time to revisit the level and push it further.
The first — and easiest — thing to tackle was the lighting. As usual, I spent far too long tweaking colors and effects trying to find the most aggressively psychedelic setup possible. In the end, I couldn’t decide which version worked best, so I simply blended several of my favorites together with smooth transitions. Honestly, I think it added exactly the right amount of insanity.
The second step was updating the wall textures. Well… “simple” is maybe the wrong word. Rotate the level, experiment in Photoshop, import it into the game, check it in VR, back to Photoshop, repeat endlessly. Technically straightforward, but incredibly time-consuming if you actually want it to look good. In the end, the walls became covered in scales and strange messages promoting a healthy lifestyle.
Third came the new environmental details. Again, not especially difficult in theory: walk through the level, feel the atmosphere, figure out what’s missing… and then create an oyster-octopus creature hanging from the ceiling. Naturally fully animated, with tentacles spreading across the ceiling, dangling down, twitching and crawling around. And while I was at it, I added more tentacles to the walls too. They poke out and move as well. There should be life everywhere.
The fourth and final piece was the sound design. Psychedelic booming noises, hissing snakes, shifting sand, distant wind… and the voice of a girl calling for a healthy lifestyle.. By the way, will you be able to understand what she says and translate it from German?
And that’s pretty much it! The “under the pills” version of the level turned out strange, oppressive, and unsettling — exactly the way I wanted it. I’m really curious to see how players react to it.
P.S. Dark Trip is currently available in Early Access on the Meta Store, so if you want to experience all this with your own eyes and ears, now’s the perfect time.
The game is also preparing for release on Steam