Our concept to use all surfaces of a room as potetial floors, required a totally new approach to architecture. While there were only 3 rooms in the final game, players were convinced, that the area was far larger. To support this illusion of a seemingly huge complex, I created windows showing parts of large areas outside the playable zone. These were also used as a source of light within the rooms. I used a concrete material with enough variance to enable us to cover nearly all surfaces. This gave me more time to focus on lighting, 3D models and post processing. Dark and light areas were used to create uncertainty for the hunted player.