Currently still in progress
Feast of the Gods is a VR experience set in a mythological world shaped around human desires such as lust, greed, and gluttony. The project combines virtual storytelling with physical sensory effects, including sound, vibration, wind, and smell, to create a fully immersive installation. Visitors are guided through this world, with the experience designed to engage both visually and physically.
My main contribution focused on designing the elevator sequence, which serves as the introduction to the experience. In this moment, visitors step into a cage-like elevator and descend toward the feast, setting the tone for everything that follows.
I was responsible for shaping the narrative and pacing of this sequence. This included determining what visitors see, when they see it, and how their attention is guided throughout the descent. I worked on storyboarding the full sequence, breaking it down into layers such as visuals, audio, and interaction, and ensuring these elements work together to build tension and atmosphere.
Alongside the design work, I collaborated closely with the team to translate these ideas into a working VR prototype. I supported development in Unreal Engine by testing the sequence in-engine, evaluating how the experience felt in practice, and adjusting the design based on technical constraints and implementation feedback.
During this project, I also started learning Unreal Engine Blueprints. I created a blueprint to control the elevator’s movement, focusing on timing, speed, and acceleration to match the intended pacing of the sequence. This helped translate the narrative design into a smooth and believable in-engine experience.
I also worked with custom designer tools developed within the team, which allowed us to build the sequence using a timeline of trigger points. These triggers controlled environmental effects such as wind, rumble, elevator speed, and even scent cues, making it possible to precisely time and layer interactions to match the intended experience.

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