1. The City
Visual & Spatial Design
I built the city from white-box layout through lighting, worldbuilding, and asset integration. Avoiding typical cyberpunk density, I developed a restrained visual language of sacred minimalism—brutalist forms, muted greys and blues, controlled warm accents, and purposeful negative space. Broken screens and dead terminals reveal traces of a failed resistance.
Interaction Design
I designed key VR interactions, including breaking a barricade, activating a platform by throwing a brick, and proximity-based shifts in light, sound, and VFX. I also prototyped Blueprint logic for reactive environmental and narrative cues.
2. Willowdale School
Visual & Spatial Design
I transformed an existing environment kit into a story-driven school shaped by memory and loss. Redesigned layouts, faded amber tones, props, materials, lighting, and VFX evoke a place frozen shortly before its abandonment.
Interaction Design
Players restore an unfinished school performance by reactivating the electricity and returning a missing speaker and projector. Each action changes the environment, culminating in a particle sequence, a custom cutscene, and the reveal of the Smile Token—a representation of joy returning to OMNIA.
Base environment kit by MacKenzie Shirk
3. Underground Resistance Base
Visual & Spatial Design
I reimagined a subway environment as a hidden resistance base, restructuring its layout and player flow around secrecy and rebellion. Torn posters, flickering signage, volumetric fog, new materials, lighting, and VFX distinguish it from OMNIA’s controlled city.
Interaction Design
Rather than relying on combat, the level centers on protecting the captured robot R0v-7. Players observe surveillance feeds, respond to resistance members, and make nonviolent choices that build trust. These decisions are reflected in the Heart Crystal, which grows as OMNIA begins to understand empathy.
Base environment kit by Erman Arts