Our goal as a team was to ensure that the game’s interiors felt neither generic nor impersonal, but instead told a story—complex, layered, and unsettling. We aimed to infuse each space with distinct features that reflected the personality and inner world of its inhabitant, while also capturing the domestic characteristics of a specific historical era. Every house was designed in such a way that its layout, details, and atmosphere conveyed themes of sin, inner brokenness, and psychological distress.