This environment has long been on my mind and has seen many different iterations. The idea came from a game concept that came out a very ambitious and quite impossible to make in my spare time. Nonetheless, I very much liked the setting that so I decided to work on one of the environments.
The bedroom is the first environment in the story where our character wakes up. From here she will explore the mansion and we learn that we're in a dark, yet precious horror story. This story was written as a short story so it could be used for a game demo where in the end our character gets killed (like every horror game demo).
For this environment I want to focus on telling the story of this character. The visuals should reflect her personality and her story arch. This inspiration came from film sets by Dan Laustsen (like Edith's room in Crimson Peak, where the furniture and color scheme reflect her position in contrast to the other characters, Elisa's house that shows water elements to foreshadow the plot in Shape of Water).
In Greek mythology there is a story about Persephone. The story tells of a young girl, daughter to Demeter (goddess of the harvest), who was abducted by Hades (god of the underworld). Her mother was left in grief and asked her husband Zeus to retrieve her. When Persephone was brought back from the underworld she was tricked by Hades. Persephone had tasted one pomegranate seed before leaving the Underworld. This obliged her to remain in the Underworld. Zeus proposed a compromise: Persephone would spend two-thirds of the year with her mother, and one-third with her new husband. Everybody agreed – and that’s how the seasons were born and how the growth of crops was explained.
Most baroque rooms have references to such myths and stories in their architecture, sculptures and paintings. Since Persephone's story shares many similarities with our character's story arch, I want to create several references to it.