The goal with this one was to design a location that told a deeper story through interaction akin to Gone Home or other exploration games. The player would search this room for hints about how to disarm a strange suitcase explosive rigged to go off in XX minutes. There had to be a lot of places to hide information and so I went with an colonial era officer's quarters filled with impractical field furniture and mementos from past expeditions.
It was a great exercise to build a confined space you spent time in and really poring over the interactions on each area.
"The air was tinged with a metallic taste, the clicking of gears in the kettle keeping the tea warm accompanied my anxiety as I searched the desk for any way to stop the countdown. Time was running out."