The player starts in a warm lit studio apartment that has a recognizable and nostalgic feel to it. Around the apartment are personal items and photos and the player can interact with some generic household items.
The elevator doors open to show the apartment again. Everything is the same as before, but this time there is a briefcase that can be picked up. After doing so, the player can continue into the elevator and ride it.
The first elevator experience works as an introduction to the looping of the game.
We wanted to question the strange logic in games where players will load into areas or scenarios without context, but this time make the player character aware of this.
We did this with lighting and by decorating it more than the other desks.