This is a programmatically generated rendering of a scene from my WIP game DEEP YELLOW, created in the Godot game engine. This is a scene from "Lvl 0: The Lobby". This first round of explorations is focused on lighting and atmosphere. The lighting in DEEP YELLOW uses entropy-locking to create organic feeling flickering effects for the lights: each light has its own seed giving it a unique "personality" in the world. In a nearly uniform and liminal world like The Backrooms, sometimes the unique flicker pattern of a given light is the only landmark you have. Well that, and the map you're making as you explore.
The Backrooms resonates with me, both aesthetically and conceptually, for a lot of reasons. With these three first Exploration pieces, I want to express some of that visually, so I curated these scenes with that in mind. I want to express the sense of yawning emptiness, of infinity. The dirtiness and mildew is gross yes, but also speaks to the sense that this place isn't meant for you. Somehow, between that and the infinite expanse of the space, this activates my "I like to explore" neuron.
The scene itself is captured running in-game, but rendered frame by frame at 60 fps. All assets and textures were created programmatically via python scripts.
The entire codebase can be found here: https://github.com/aebrer/deep-yellow
The game itself can be found here if you want to play it: https://aebrer.itch.io/deep-yellow