How would I light up a large room?

I assume this is the post process setting, which I was going to recommend as well.

You can also give materials a little bit of emission from their color channel, if you want a style that is never 100% dark. Some games like dark souls add a little point light to the character so that you can still see things in the dark if they are right next to you.

Darkness can be just fine. Light isn’t all about “looking great in one shot”, because often it’s either a thing to play with or a thing with purpose. For example, the lighting setup is going to be entirely different (often changes every X seconds as well) to fit the purpose of the movie shot. So knowing your intentions would be useful as well. A game differs from a movie differs from a single photo shot etc. If you add ambient light (sky light, eye adaptation) then that effect is going to be everywhere. For a movie shot you’d probably want some master controls to manage all that.

For a single photo shot (and often movie shot) you can do a lot of trickery like removing walls and roof as well to get what you need. A lot that is inaccurate looks accurate (even more pleasant) to the eye. For example, if you have a scene where you want the viewer to focus on one object or person in that room, you will set up the lighting for just them, instead of focusing on the entire room.

You might also improve your lighting by lighting things from different points at once indirectly, or using HDR lighting for the realism (fake reflections, lighting color, lighting intensity as a sphere around the scene).