Scene design must also be dramatic — think iconic cinematic locations, not generic living rooms stripped of intention or personality.

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.