
First Floor Layout Study
An early layout sketch exploring the first-floor spatial structure, movement flow, and object placement of the scene.
- Stage
- Concept Sketch
- Tools
- Photoshop
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Narrative Horror Environment
NIO is a narrative horror environment project centered on a ruined church space. The project focuses on spatial flow, ritual symbols, lighting hierarchy, and environmental storytelling from early layout sketches to final mood exploration.

Design Process

An early layout sketch exploring the first-floor spatial structure, movement flow, and object placement of the scene.

An early layout sketch exploring the second-floor spatial arrangement, ritual area, movement flow, and key object placement.

A key asset design for the main story door, used to define an important progression point and reinforce the visual language of the cult space.

A key asset study for the hanging cult token on the first floor, exploring silhouette, symbolic detail, and its role as a narrative clue in the scene.

A design study for the sacrificed figure on the second floor, exploring pose, silhouette, and how the body functions as a major visual focus in the ritual space.

An interactive altar prop design for the second floor, focused on ritual structure, readable interaction points, and decorative details.

An enemy concept exploring body shape, clothing, and cult-related details, with a focus on silhouette and hostile presence.

An enemy variation exploring costume proportions, staff design, and character identity for the cult faction.
Lighting Studies

An early concept image for the first floor, used to test atmosphere, composition, lighting direction, and the overall mood of the space.

A concept image focused on the first-floor story door, exploring its lighting, surrounding atmosphere, and narrative importance within the scene.

A lighting study for the second-floor ritual area, testing focal hierarchy, contrast, and how light guides attention toward the main scene element.

A lighting exploration testing a wider composition, shadow distribution, and the readability of the player's visual path through the second-floor space.

A lighting study exploring the final mood direction for the second floor, balancing darkness, backlight, and ritual atmosphere.