I also created a TUMBLR blog yesterday for the game: http://thetower.site/
You play a British policeman, called out to investigate a disturbance - reports of screaming, sounds of violence. When you arrive, there are no immediate signs of life, just an ominous letter at reception, addressed to you, from the mysterious Architect…
Inside The Tower you will discover the story of what happened to the residents, as they became twisted by the Architect’s Hellish secret. Murder, Demonic Possession, Abuse, Satanism. You must fight to survive.
To escape, you must journey through Hell.
INFLUENCES:
• Italian Giallo Horror – Dario Argento, Lucio Fulci
• Horror Fiction – particularly the work of Bentley Little, Graham Masterton, James Herbert, William Peter Blatty, F. Paul Wilson
• Horror Movies – Hellraiser, Dawn of the Dead, Suspiria, Halloween, The Evil Dead, The Beyond, Insidious, REC
• Games – Silent Hill, Resident Evil, Outlast, Condemned, Alien Isolation, Doom 3
• Brutalist Architecture and 70s Interior Design!
Replies
I think the environment modeling, texturing, and lighting could use some love.
The walls are just flat meshes with no embellishments, which is unrealistic to the eye, looks a bit like classic 2.5D Doom in this respect. There are no transitions where surfaces meet each other, which makes everything look hard and cold and uninteresting to the eye. Walls almost always have some trim where they meet the floor, and often where they meet the ceiling, and certainly around doorways. No light switches, power outlets, ceiling items, etc.
I get that the lighting is supposed to be gloomy and scary. But it's all very flat with few or missing shadows. Where the shadows do appear they're all hard. Light baking with GI would help a lot with this, and would be more performant since you wouldn't have a bunch of shadows to calculate each frame.
SSAO would also help a lot, to darken the corners and edges. Take a look at the new post processing stack, I used this recently in an architectural viz project. It works great and performs pretty
well. You could also add a vignette to darken the edges of the screen, for that filmic look.
https://forum.unity3d.com/threads/new-post-processing-stack-pre-release.435581/
The baseboard is missing under the window here, next to the piano in the next shot, and a few other places. Always makes the wall look incomplete to my eyes.
https://us.v-cdn.net/5021068/uploads/editor/r1/lzmavjuk7eoy.jpg
This is coming along nicely.