For the backgrounds and environment tests I made four of Out of Line, I knew I wanted to make something in between a factory and a
laboratory. But I didn’t want to do a typical factory with a lot of
machines with loud noises and rumblings. So, what to do?
First, I started with the basics. What I really want to do? So, I did know that I wanted to make something a little more silent and abstract, something with a lot of empty space, with ambient elements of fog and dust that indicates that despite being “empty” is also living and a delicate place. Something that resembles a kind of limbo. Where you are in an “empty space”, but that space is alive and controlled by a stronger force.
For example, I found this feeling while playing the most recent Playdead game Inside - one of the big inspirations for Out of Line - where the environment around the
character had a very strong and scary feeling. Although not because it present itself as it, but because you get a constant feeling
that what you are seeing is not the big picture. I find that particular feeling a very powerful tool in storytelling because it can open
a lot of doors for narrative development.