Environment & Interaction Design
Across three levels, I translated this question into a spatial and emotional progression: control and absence in the city, joy through restoration in the school, and empathy through nonviolent choice in the resistance base.
1. The City
Visual & Spatial Design
I built the city from initial whitebox through final layout, lighting, worldbuilding, and asset integration. Rather than relying on 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 inactive terminals reveal traces of a failed resistance without relying on exposition.
Interaction Design
I designed key VR interactions, including breaking through a barricade and throwing a brick to lower a platform. I prototyped these level-specific mechanics and proximity-triggered shifts in light, sound, and VFX in UE5 Blueprints, using environmental responses to guide players and reveal narrative cues.
Post-Processing Materials
To support the monochromatic sci-fi aesthetic while preserving color on key narrative elements, we created a custom post-process material using stencil masks.
2. Willowdale School
Visual & Spatial Design
I transformed an existing building kit into a child-scaled school suspended in memory, redesigning its layout, materials, props, amber lighting, and VFX around loss and unfinished experience.
Interaction Design
Instead of explaining joy, the level asks players to restore an unfinished school performance by reactivating the electricity and returning a missing speaker and projector. Each action revives the environment, culminating in a particle sequence, custom cutscene, and the reveal of the Smile Token.
Base environment kit by MacKenzie Shirk
3. Underground Resistance Base
Visual & Spatial Design
I reimagined a subway kit as a hidden resistance base, restructuring its layout and player flow and replacing its materials, lighting, fog, and VFX to create a mood of secrecy and suppressed rebellion.
Interaction Design
Rather than relying on combat, the level asks players to protect the captured robot R0v-7, examine surveillance feeds, and respond to resistance members through nonviolent choices. The Heart Crystal grows with those decisions, making OMNIA’s developing understanding of empathy visible.
Base environment kit by Erman Arts
Character Design & Production
I developed the character concepts and visual direction for the full cast and three Emotional Cores. I personally modeled and textured OMNIA and R0v-7, while Zhuoyuan modeled the remaining characters and Emotional Cores and led motion capture and animation.