Case Study: The Shining – The Overlook Hotel
One of the most unforgettable locations in film history isn’t flashy or fantastical — it’s a hotel lobby. But in The Shining (directed by Stanley Kubrick), the Overlook Hotel becomes a character of its own through intentional, drama-driven scene design.
1. Every space evokes emotion
- The vast, symmetrical lobby with unnatural lighting doesn’t just house action — it creates psychological tension.
- The long, silent hallways aren’t just paths — they’re vessels for dread, isolation, and madness.
- Each room has its own narrative undertone: the typewriter room, Room 237, the hedge maze — all echo the character’s descent.
2. Design leads the viewer’s eyes and feelings
- The patterns on the carpets, the unnatural color grading, the geometric layouts — everything is curated for effect, not realism.
- This is what game scenes often lack: an emotional target. Great scene design doesn’t replicate reality; it heightens dramatic tension.
3. Memorability through emotional function
- Nobody remembers “a typical kitchen in a horror movie.” But they remember Room 237.
- Why? Because it’s designed to provoke, not to decorate.
- Scene becomes symbol. Environment becomes emotion.
Why It Matters for Games:
In game design, building “a living room” or “a bedroom” is easy. What’s hard is creating a scene with character. A hallway can feel safe — or feel like a trap. A garden can feel like home — or like something that’s about to be ruined.
The goal isn’t realism. The goal is intentionality. Every object, shape, and layout should serve narrative or emotional purpose. That’s what makes a scene unforgettable.