top of page

Travel-in-X

XR Project | 14 weeks project with team ImmerX

An interactive exploration experience where players travel across five distinct worlds using a central console. Each world features unique styles, puzzles, and interactions, encouraging experimentation and discovery.

The experience is driven by three core mechanics: launching between worlds with the Travel Console, extracting objects using the Collector, and revealing hidden spaces through the Vision Gate. Together, they create a system of curiosity-driven play filled with surprising, magical moments.

My Role

3D Modeling and Animation

Animation related programming

Interaction Design

Our Team

Nina Wang | Producer

Oliver Zhu | Programmer

Yawen Xiao | UI/UX Designer

Airan Xu | Artist

Regina Xia | Artist

Helen Yang | Artist

Tool

Unity, Maya, Substance Painter, Procreate, Capcut

Instructor

Ruth Comley

Project Goal

Team "ImmerX" explores the future of storytelling by transforming real-world spaces into dynamic, interactive stages using mixed-reality technology; redefining how and where stories are told, pushing the boundaries of creativity, technology, and guest interaction. We aim to craft experiences where guests don’t just observe but actively shape the story, creating meaningful engagement.

Project goals and How we get here

Key words we set are: spatial and environmental storytelling, and blending virtual and physical.

Being a R&D project, we spend the first half of the semester researching and second half developing, along with weekly playtest throughout the semester. Before half we did 4 rounds of sprints, experimenting with 24 different effects and interactions in AR, such as window registration and replacement, magic lens, etc. After half we discussed and picked the "best" ones to merge into a full experience: a travel machine that brings player to 5 different worlds of unique art styles and interactions.

Collector
​Interaction Design and Animated Model
4月24日.gif

The goal is to achieve indirect control for the player to be able to use this unfamiliar, fictional tool, without a tutorial in advance and with minimum UI.


When designing the 3D model and animation of the "collector", I refer a lot to basic UX design principles such as affordance, feed-forward.


After several playtest and iteration, we are satisfied with this final design that turned out very intuitive among players:

  • Handles pop out or retract to hint players to grab or not grab. 

  • Button and progress bar are animated to suggest poking or waiting

  • A hologram jar shader used to encourage the player to reach through.

Here's a break down of the interaction loop.

Monster

The tongue's polygons are accidentally flipped when taking the video... Sorry baby monster

bottom of page