Art, Architecture, and Storytelling

Imagine a space devoted to the exchange of knowledge. Hallowed halls filled with quiet conversation. Scribes scratch qalam pens across parchment. Scholars meet to discuss new ideas and discoveries. 

This is the House of Wisdom: where Maya begins her journey shortly after learning of her father’s death, and the setting for our tale of grief, understanding, and eventually, hope. Today we dive into why we chose the House of Wisdom, what it represents, and how we set about creating a world rooted in history, yet shaped by imagination.

 

Why We Chose the House of Wisdom

Historically known as  Bayt al-Hikmah, the House of Wisdom was a gathering place in Baghdad founded in the 8th century CE, where intellectuals came together to transcribe ancient texts and share scientific research in math, medicine, astronomy, and more. 

“As the epicenter of intellectual advancements during that time, it granted a lot of fertile ground to explore from a worldbuilding and narrative lens,” said Faris Attieh, Creative Director. 

The scholars who worked there had their own unique stories, personalities, and perspectives. Those real historical figures became inspiration for the characters in our game, as well as the unique spaces and levels Maya explores. The House also represents a moment in history we wanted to celebrate while staying true to the game’s non-violent themes.

Scholars meet within the House of Wisdom
Source: Wikimedia Commons

History Meets Fantasy

From the beginning, our goal was to honor the history of the space, while allowing room for fantasy, wonder, and mysticism. Maya can glide through the air, transform the state of elements, and instantly transport between locations, so we knew from the start that the architecture within the space needed to feel grounded enough to support those supernatural elements without breaking immersion.

Respecting both the importance of the House and the achievements of its scholars was essential. Our team compiled extensive reference materials, including architectural studies, historical texts, and visual references, which later informed our concept art. We also worked with historians who helped refine some of our characters and environments to better reflect the Islamic Golden Age.

Inside the House

“Compression and release is a dynamic you often find in Middle Eastern architecture,” said Omar Soussi, Lead 3D Environment Artist. “You move through narrow corridors and emerge into wide courtyards. It creates a sense of arrival, especially in spaces meant for living, learning, and gathering.”

This can be seen early on, as Maya enters the House for the first time by traveling along a dimly lit hallway before emerging into the splendor of the House of Wisdom. A moment of quiet compression followed by colorful release.

An image from the game The House of Hikmah, featuring a daytime scene of a hallway illuminated by sunlight streaming through the windows. A large wooden door in the distance remains closed.

“Western houses tend to look outward,” Omar explained. “Windows face the street and outside world, and allow people to look inside. Middle Eastern architecture is more private. Windows face inward, toward courtyards, or shared spaces. Entrance doors are discreet, but inside is where the decor comes alive,” said Omar.

Making a House a Home

Throughout the House, players will find warm stone, soft textiles, and intimate details, making each Scholar’s space feel lived in and inviting. Art Director Micaela Dawn emphasized the importance of rich, non-figurative ornamentation in the form of mosaics, geometric patterns and tiles, as well as set dressing that makes the world feel more alive.

“Elaborately patterned textiles and warm lighting invite the player to take a moment to enjoy the scenery,” she said. “Not all moments in a game are about moving forward. Sometimes you need to sit with a pillow or two, just as you sit with grief.” 

You’ll also find cozy spaces with sketches, instruments, and journals left out as if they were just left there by a scholar moments ago. Making the House a living space was as important as bringing Maya herself to life.

An image from the game The House of Hikmah, featuring a close-up view of a lantern on a carved side table, near a potted plant. The walls are lavishly decorated with intricate geometric patterns.

Never Enough Plants

To help make the space feel more alive, plants became an important part of the design.

“Plants everywhere!” Omar joked. “I originally put large palm trees in the entrance to the library. Micaela asked me who would water them and said bugs would eat the books.” 

“They’ve been replaced with pillars,” Micaela said, “but we kept smaller house plants within the library to keep the world feeling cohesive.”

An image from the game The House of Hikmah, featuring an over-the-shoulder view from the main character Maya, who is holding a box. She is facing a female character in the distance, who is wearing a purple headscarf. The scene takes place in a library, with hanging lanterns and thousands of books on shelves reaching high into the sky.

Within The House of Hikmah, art and architecture are narrative tools. Every space is designed to immerse the player in a world of history, geometry, textiles, and magic. We hope players will take the time to slow down, look closely, and enjoy the path as much as the puzzles.

If you’re interested in learning more about the Scholars within the House, sign up for our email newsletter here. You can also join our Discord for more behind-the-scenes looks at how we created the game!

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Wishlist The House of Hikmah on Steam
Read more about our main character, Maya
Our Narrative Designer talks about writing for grief

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