Why the Backrooms design isn't just a 'vibe'
48sExplains the hidden psychological and technical choices behind the unsettling look, debunking the common 'just a vibe' dismissal.
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[00:00] Why does the backrooms look like this?
[00:01] I've noticed every review talks about
[00:03] the same thing. It's a mood or it's the
[00:05] aesthetic. Maybe it's just the vibe.
[00:06] It's transcendent, atmospherically
[00:08] haunting, but so were all these other
[00:09] movies like The Shining, Exit 8, Escape
[00:11] Room, 1408, Asbow, So Below, and even
[00:14] Cam. The thing is, every creative and
[00:15] technical choice in the back rooms
[00:17] actually builds that feeling that made
[00:18] us call it a vibe or atmospherically
[00:20] haunting. It kept us talking about the
[00:21] movie long after we've seen it. And with
[00:23] a film like Backrooms, a project that
[00:24] began as a single image slowly growing
[00:26] into its own lore over decades, the goal
[00:28] for the movie wasn't really to define
[00:30] what this world is, but to expand on it
[00:31] without closing it off. In the director
[00:33] Kane Parson's own words, the horror of
[00:35] the back rooms isn't in the space being
[00:36] explained, it's in how much of it gets
[00:38] filled in by us. If the horror comes
[00:40] from what we project onto this space,
[00:41] then every visual decision has to
[00:43] support that feeling. That's where the
[00:45] architecture, the lighting, the
[00:46] cinematography, and sound design come
[00:47] in, which we'll get into in this video.
[00:49] There's a lot of different movies to
[00:50] check out in regards to liinal horror or
[00:52] liinal spaces. And the concept of it is
[00:54] nothing new, of course, but I find that
[00:55] most of these movies always have to
[00:57] bring a lot of existential dread and
[00:58] never fully balance between reality and
[01:00] fiction, which wasn't hard for a
[01:02] franchise like this one that found a lot
[01:03] of footing during the pandemic when in a
[01:05] way we were also trapped in our own
[01:06] spaces. So, the vibes familiar, but our
[01:08] relationship to it is already personal.
[01:10] As humans, liinal spaces naturally
[01:12] trigger anxiety. Part of that is learned
[01:13] through horror movies, but it also comes
[01:15] from our everyday lives. We read empty
[01:16] parking garages or abandoned offices as
[01:18] potentially dangerous because spaces
[01:20] without people, without rules, can be
[01:22] places that are ultimately very
[01:23] dangerous. So, we don't need a monster
[01:25] necessarily to make this movie feel
[01:26] wrong. It helps, but it really starts
[01:28] with the environments that already sit
[01:29] really close to memory. It taps into our
[01:31] fascination with the unknown while
[01:33] appealing to a younger audience. Unlike
[01:34] other creepy pasta movies like Slender
[01:36] Man, The Backgrounds draws from a very
[01:38] Gen Z anxiety. The battle against AI,
[01:40] where things that look almost right are
[01:41] completely off. And in a world
[01:43] experienced through our phones, we're
[01:44] surrounded by endless choices. is
[01:45] curated by algorithms we don't fully
[01:47] control, kind of like the back rooms. At
[01:49] the same time, it taps into a nostalgia
[01:51] for that Y2K vibe of design and
[01:53] aesthetic that younger people have
[01:54] become very fascinated by in the recent
[01:56] years, while preserving a bit of genuine
[01:58] memories for us older millennials. The
[02:00] result is a world that feels both new
[02:01] and remembered, a perfect basis for that
[02:03] kind of uncanny horror that The Back
[02:04] Rooms really thrives on. The team behind
[02:06] The Back Rooms was a full army. However,
[02:08] I do want to highlight director and
[02:10] co-composer Kane Parsons, who worked
[02:11] with the cinematographer Jeremy Cox. Cox
[02:13] previously shot Keeper and Mile and
[02:15] Kicks and also worked as second unit DP
[02:17] on Long Legs and the Monkey. He's also
[02:19] worked on the 2024 psychological horror
[02:21] series The Edge of Sleep, where
[02:22] Markiplier starred as the lead. And
[02:24] given Markiplier's jump into feature
[02:25] film making with Iron Lung, this isn't
[02:27] Jeremy's first time working with
[02:28] YouTubers, moving into fullscale
[02:30] cinematic productions. Cox has also been
[02:32] working with a Vancouver based
[02:33] production company called Oddfellows,
[02:35] the same company behind Back Rooms,
[02:36] Longlegs, The Monkey, and Keeper. Chris
[02:38] Ferguson, who has been running
[02:39] Oddfellows for over a decade, originally
[02:41] introduced him to Kane after working on
[02:42] Keeper and seeing how well they did on a
[02:44] small budget. So, they saw it as a nice
[02:46] fit. And that's when Kane showed him his
[02:47] YouTube series. And unlike most projects
[02:49] where world building is something
[02:50] developed in like pre-production, this
[02:52] world already existed. So, it wasn't
[02:53] being constructed. So, that took a lot
[02:55] of work off their plates. A lot of their
[02:57] visual inspiration came from things like
[02:59] 1 hour photo. And you can see in 1 Hour
[03:00] Photo and the blocking and how they use
[03:02] the space how that really inspired back
[03:04] rooms. but they also pulled from bigger
[03:05] references in general because this is
[03:07] already an established world, just not a
[03:09] traditional, you know, cinematic one.
[03:10] So, they spent a lot of time studying
[03:12] Reddit threads of liinal space
[03:13] photography, looking at what
[03:14] specifically made those images feel off,
[03:16] and how to recreate that sensation in
[03:17] live action. It also is important to
[03:19] remember that this is Kane's very first
[03:21] liveaction feature, and Cox has
[03:22] mentioned that Kane approached it very
[03:24] directly and happily, even while
[03:25] acknowledging that translating something
[03:27] so fully done in Blender into physical
[03:29] production came with a steep learning
[03:31] curve. Kane has always been drawn to
[03:32] film, but the shift from total digital
[03:34] control to real world constraints meant
[03:36] negotiating scale. In contrast, and to a
[03:39] traditional cinematic sense, no one on
[03:40] that team wanted the back rooms to feel
[03:42] glossy or pristine. The goal wasn't to
[03:44] create something overly cinematic, but
[03:46] to build a film that kind of resists
[03:47] those expectations while also still
[03:49] functioning as like a coherent film
[03:51] piece. So, a lot of the process became
[03:53] about figuring out a simple question.
[03:54] How do you make something that refuses
[03:56] rules still feel like a film? And how do
[03:58] you take something familiar and make it
[03:59] feel unfamiliar? And that answer
[04:01] actually starts with the architecture.
[04:03] Production designer Danny Verette and
[04:04] director Kane Parsons built more than
[04:06] 30,000 square feet of backroom sets
[04:08] across four sound stages. Even their
[04:10] crew needed signs to navigate this maze.
[04:12] Parsons had already spent years building
[04:14] these spaces digitally in Blender and
[04:15] created even more for Verette before
[04:17] building a single set. That was because
[04:19] this movie wasn't meant to give you a
[04:20] new version of the back rooms, but to
[04:22] build off his original work published
[04:23] all those years ago. So, this honors the
[04:25] fan base and expands upon it for the
[04:26] movie. But recreating the back rooms
[04:28] isn't enough. The movie still has to
[04:30] trap us in that same way that Kane's
[04:32] videos did, but for 2 hours. And it
[04:34] needs that same locked in pressure. So,
[04:35] the spaces aren't just here to look like
[04:37] the back rooms. They start supporting
[04:38] the story itself. It isn't just a maze
[04:40] where Clark wanders through. The film
[04:42] suggests that the space is constantly
[04:43] absorbing fragments of the people who
[04:45] pass through it. Their memories, their
[04:46] anxieties, their architecture. Thus, it
[04:48] becomes a world that feels familiar
[04:49] without ever being identifiable. Every
[04:51] corner, every hallway feels like it
[04:53] belongs somewhere but nowhere at the
[04:55] same time. Kane has talked about how
[04:56] liinal spaces remind us of fragments we
[04:58] barely remember. The texture of a
[04:59] wallpaper in a relative's house, the
[05:01] shape of an archway, a waiting room, a
[05:03] strip mall, a carpet pattern you've
[05:04] forgotten but somehow still recognize.
[05:06] Tiny details that aren't important
[05:07] enough to remember consciously but never
[05:09] fully disappear. And the original
[05:10] backroom's image kind of works for the
[05:12] same reason. It's not a haunted house.
[05:14] It's an ordinary space photographed
[05:15] poorly. The white balance is off. The
[05:17] colors are distorted. Nothing about it
[05:18] is intentionally designed to be scary.
[05:20] However, it's still very unsettling.
[05:22] Vertt has said that they're creating a
[05:23] world where rules don't apply. And so he
[05:25] was very careful to make sure that they
[05:27] weren't just doing things because they
[05:28] could. And the goal always was to
[05:30] establish recognition first, then it
[05:31] unravels and you start to realize then
[05:33] everything's off. And that's where The
[05:35] Back Rooms differs from something like
[05:36] The Shining. The Overlook Hotel was
[05:38] built to feel disorienting. It creates
[05:40] anxiety in a controlling and impossible
[05:41] way. While back rooms creates anxiety
[05:43] through recognition, it isn't asking you
[05:45] to enter a strange place. It's asking
[05:46] you to wonder if you've already been
[05:47] there before. So the architecture feels
[05:49] less like a location and more like a
[05:51] collection of memories. is just stitched
[05:52] together. And once the film convinces
[05:54] you that the space belongs somewhere in
[05:55] your past, it becomes much more easier
[05:57] to get lost in it. And while the
[05:58] architecture creates that anxiety, the
[06:00] camera really traps us inside of it.
[06:02] It's June. There's a lot going on from
[06:04] graduations to Father's Day and big
[06:05] summer plans. It's easy to look around
[06:07] and feel personally diminished because
[06:09] it looks like everybody else is having
[06:10] the time of their lives. And that's not
[06:11] a great feeling to sit alone with. But
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[06:21] of what you see of other people's lives
[06:22] is just the highlight reel. It's a super
[06:24] cut of the best bits. And especially if
[06:25] you spend a lot of time on social media,
[06:27] it feels like there's thousands of
[06:28] people living it up in Tokyo or at a
[06:30] brunch while you doom scroll your way
[06:32] through a night of stress induced
[06:33] insomnia. But that's not how things
[06:35] really are. And it's really helpful to
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[07:05] here with you. The camera work continues
[07:07] to behave like the architecture where it
[07:09] becomes part of the story, supporting
[07:10] the story visually and just trapping us
[07:12] at the same time. And Jeremy has spoken
[07:13] about how the back rooms forced him to
[07:15] rethink his own instincts as a DP. The
[07:17] back rooms allowed him to have framing
[07:19] deliberately offc center, slightly
[07:20] short-sighted and asymmetrical. Because
[07:22] there's so much uniformity to every
[07:24] location in the movie, you instinctively
[07:26] want to deviate from that. So, there's a
[07:27] visual imbalance as well. There's a lot
[07:29] of wide angles that make the characters
[07:31] feel and look smaller while
[07:32] simultaneously allowing their
[07:34] environment to like dominate the frame.
[07:36] So, it's a weird visual where the space
[07:38] is massive and still somehow feels
[07:40] claustrophobic at the same time. Even
[07:41] when characters are standing directly in
[07:43] front of us, the environment feels like
[07:44] the real subject of the shot, which
[07:46] feels important to the heart of the back
[07:47] rooms where exploring the space has
[07:49] always been encouraged, but you would
[07:50] never actually find answers to them. The
[07:52] camera will at times move like it's also
[07:54] another character in the movie, peeking
[07:55] around corners before our characters get
[07:56] there. It lingers on empty rooms, and we
[07:58] get to see and study the place before
[08:00] they even enter it. Cox shot the film on
[08:02] a Sony Venice using a Rialto extension
[08:04] system, which separates the sensor from
[08:05] the camera body and allows it to fit
[08:07] into incredibly tight spaces. That meant
[08:09] that the camera could move through
[08:10] impossible corners and awkward angles
[08:12] inside that maze, making you feel rooted
[08:14] in that environment. And that makes
[08:15] sense because the camera often feels
[08:17] subjective, as if we're kind of
[08:18] remembering a place rather than
[08:19] physically exploring it. And despite
[08:21] being a studio film, the movie never
[08:23] completely abandons the found footage
[08:25] that made Kane's original video so
[08:26] great. They remain wide, the camera
[08:28] remains curious, and our attention is
[08:30] constantly pulled towards the
[08:31] environment rather than the people
[08:32] inside of it. The found footage is
[08:33] arguably the best part of the YouTube
[08:35] series, and Kane keyframed all the
[08:37] movements for handheld in Blender. And
[08:38] according to Jeremy, some of the hardest
[08:40] stuff to operate was the handheld work
[08:42] because you had to act as if it was an
[08:44] accident, but also hit the key beats.
[08:45] They were shot in Red Komodo, and
[08:47] there's additionally VFX in these
[08:48] segments. And after all the VFX was
[08:50] done, they printed it onto VHS. So
[08:52] everything feels just as aesthetically
[08:53] viby as the original image in the
[08:55] YouTube series delivered. Yet,
[08:56] architecture and cinematography aren't
[08:58] alone in making the back rooms feel oh
[09:00] so wrong. You might have noticed a
[09:01] stinky putrid tone and smooth varnish
[09:03] that would put smooth Spongebob to
[09:04] shame. Across every version, from that
[09:07] single image to the YouTube series with
[09:08] Blender to the big screen, color and
[09:10] lighting have been really important in
[09:11] shaping its atmosphere across all forms
[09:13] of media. But what makes it really
[09:14] unsettling is just how profoundly flat
[09:16] it is to me. There's no contrast, no
[09:18] shadows in the traditional sense, of
[09:20] course, and it's not that cinematic
[09:21] lighting that you might be used to, but
[09:22] it's also very common in A24 movies. It
[09:25] feels designed to look not designed and
[09:27] the color grading pushes that even more
[09:29] and is perfectly just imperfect in the
[09:31] same sense. Where it's normal for movies
[09:33] to use color theory to reflect different
[09:35] atmospheric changes or maybe a character
[09:36] state of mind, backroom uses its colors
[09:38] to be more disorienting and just very
[09:40] uncomfortable. Outside in the real world
[09:42] in the movie, there's this cold or like
[09:43] blue tone over everything, which isn't,
[09:45] you know, unheard of. It's showing a bit
[09:46] of detachment from the world that we're
[09:48] about to enter. Inside this new world is
[09:49] sickly yellow and fluorescent and the
[09:51] opposite of inviting. The warm tones
[09:53] throughout the movie from the occasional
[09:54] lamps should feel comforting. Instead,
[09:56] they appear during moments of confusion
[09:58] and feel more rancid than warm. They
[10:00] went as far as to test different shades
[10:02] of yellow and photos of different skin
[10:03] tones to find the right balance. So,
[10:05] we're seeing how color wasn't even only
[10:07] an aesthetic bonus, but where they began
[10:08] fine-tuning that distortion vibe. And as
[10:11] most fans know, watching the original
[10:12] work, Kane really succeeded in building
[10:14] a great sound design around his videos.
[10:16] On top of creating music for the
[10:18] original short films, Kane had also been
[10:19] expanding the soundsscapes for back
[10:21] rooms into a standalone albums that
[10:23] weren't shared in the series, but still
[10:24] allowed fans to pull more information
[10:26] from. The score helps you identify the
[10:28] area and works like a compass in a way.
[10:30] It doesn't only support emotionally like
[10:31] most scores do. It helps guide you. It
[10:33] reorients you in a way where the music
[10:35] isn't just here on top of the picture,
[10:37] it's helping you see it. Kane
[10:38] co-composed with Ido Venman, who also
[10:40] composed the score for Keeper, which he
[10:42] worked on with Back Room's DP, Jeremy
[10:43] Cox. Arguably, this movie sounds more
[10:46] like just regular sound design than a
[10:48] score. It's at all times responding to
[10:50] what's happening or how people are
[10:52] reacting. It was less about creating a
[10:54] thematic score and just maintaining a
[10:56] consistent like sonic environment that's
[10:58] very fluid and behaves in its own way.
[11:00] And that blur between sound design and
[11:02] score is really interesting in this
[11:03] movie because it's full of like
[11:05] atmospheric audio cues and it feels so
[11:07] constant. You don't know whether it's
[11:08] playing to us or just living in the
[11:10] movie. And there's no clear separation
[11:12] of what is real and what is not.
[11:13] Essentially, we stop tracking what is
[11:15] music versus what is the environment
[11:17] because both are operating under the
[11:19] same kind of logic. So, when you look at
[11:20] all of this together, the architecture,
[11:22] the cinematography, the lighting, the
[11:23] sound, it starts feeling like a system.
[11:25] It takes so many moving pieces to
[11:27] control and support any film. But
[11:28] technically, there's so many reasons for
[11:30] the back rooms being different from
[11:31] traditional movies of its like caliber.
[11:33] Nothing in the back rooms is designed to
[11:34] fully disorient you immediately. It
[11:36] starts with familiarity. Spaces that
[11:38] feel almost real, frames that feel
[11:39] almost balanced, lighting that feels
[11:41] almost natural, and then piece by piece,
[11:42] that familiarity slips. And that's what
[11:44] makes it work. Because the film isn't
[11:46] asking us to understand the back rooms.
[11:47] It's asking us to move through it the
[11:49] same way the characters do. Constantly
[11:50] searching for something that confirms
[11:52] where we are without actually ever
[11:53] getting there. So, when you ask, why
[11:55] does the Back Rooms movie look like
[11:56] this? The short answer is it's designed
[11:58] to be disorienting, but in a way that's
[11:59] built on familiarity. and that comes
[12:01] from a series of very specific technical
[12:03] and sometimes psychological choices that
[12:04] create unease and discomfort and
[12:06] ambiguity. Together, they preserve the
[12:08] original feeling of discovering the back
[12:09] rooms online for the first time while
[12:11] also expanding it into a world you can
[12:13] actually explore and get lost in.
[12:14] Comment down below with your thoughts on
[12:15] the movie and how you felt about the
[12:16] vibe because I know it's very alluring
[12:18] and I know it's very cool. And a special
[12:20] thanks to one of our YouTube members,
[12:21] Paulo Bianca, who supports us at the
[12:23] executive producer level. A big thanks
[12:25] to Studio Tech Brian Kim behind the
[12:26] cameras. New Rockstars editors Joshua
[12:28] Steven Herd and Abby Fel and all the
[12:30] other supporting editors for their work
[12:31] on this video and all of our videos.
[12:32] Follow me at Lulu Clement. Subscribe to
[12:34] all the channels in the New Rockstars
[12:35] Network for breakdowns and news coverage
[12:36] of everything you love. Thanks for
[12:37] watching. I'll see you guys later.
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