This is a top view of the ground floor, with coloured dots representing the lighting of the level. The green dots mean functioning lights, and areas of the hotel where the player can clearly see their surroundings. The orange dots represent broken lights, so a flickering effect will be added, only providing limited lighting at best. Mike Birkheads reading on gamasutra and one of my dissertation resource references mentions that
"Unsettling — "Should not be so" — Moving shadows on a wall, children that know too much, the Brundlefly, Wolfmen, objects moving on their own, flickering lights, distorted humanity". Flickering lights is a good way to build on the atmosphere and he also mentions moving shadows. Implementing these will act as good 'scene setters' without necessarily being jump scares.
The red dots stand for absolute darkness. The players torch will be their only means of exploring the hotel.
The white circles with the numbers express the progression of the notes the player needs to pick up. Again this correlates with the lights, as the last room the player must enter is in the 'dingiest' part of the hotel, and in complete blackness. This is to build tension as the player explores.
The fuzzy blue lines represent where 'scare' events will happen. People running past in the corridors, horrendous images screaming their way towards the player or even damage inflicting run ins with ghostly apparitions. As the sprint draws to a close, I will continue to polish up and finalise these areas to prepare the hotel for a makeover with textures, the proposed lights and particle effects.