Fallout VR

A VR anthology game where every playthrough opens a new fantasy world with its own standalone story.

~2 Weeks

Experience Design

2025

The Brief

"Design an engaging and immersive game for Extended Reality that clearly defines mechanics, objectives, and player interactions. The project should explore use of XR, supported by prototyping and testing to evaluate the experience."

Constraints

  • Game shall be set inside a moving train.

  • Less than 5 minutes of gameplay.

Design Rationale

Design Direction

The project began with the intent to merge liminal and psychedelic themes within the constraint of designing a mini game set inside a moving train.

Concept Development

From this, I proposed the idea of an anthology-style game, where each mission is a standalone narrative. One of these missions was conceptualized inside a psychedelic moving train, blending the surreal atmosphere with interactive gameplay.

User Persona

Ved Bijuriya

Ideation

To bring the proposed idea to life, I conceptualized and designed a short game mission (retrieving a briefcase) set within a concept environment (psychedelic night train) that aligns with my vision.

I mapped out the user journey, defined the game mechanics, and structured the key events to create an immersive experience within this concept environment.

Development Process

Environment Design

Interior Design (Assets)

Texture

Lighting

Game Mechanics

Feedback

Feedback

UI

VR testing

Environment Design

Interior Design (Assets)

Texture

Lighting

Game Mechanics

Feedback

UI

VR testing

Environment

Wireframing for VR

user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application

VR wireframing extends into three dimensions, where spatial relationships, scale, and immersion become central. Instead of static screens, one must consider the user’s field of view, movement, and interaction within a 360° environment.

UI Design

user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application
user flow for a bedsore prevention application

FATCAT was chosen for the logo and headings because its organic, slime-like forms create a surreal, otherworldly vibe that perfectly matches the game’s liminal and experimental themes.

FATCAT was chosen for the logo and headings because its organic, slime-like forms create a surreal, otherworldly vibe that perfectly matches the game’s liminal and experimental themes.

FATCAT was chosen for the logo and headings because its organic, slime-like forms create a surreal, otherworldly vibe that perfectly matches the game’s liminal and experimental themes.

Game Mechanics

Randomized Entry

Each playthrough begins with a randomly selected standalone level from the library, ensuring surprise, levels can be replayed once discovered.

Exploration & Navigation

Players move through immersive environments using natural VR locomotion (controller-based movement).

Interactive Objects & Environment

Key elements in the environment can be interacted with (picked up, examined, triggered) to advance the story.

Randomized Entry

Each playthrough begins with a randomly selected standalone level from the library, ensuring surprise, levels can be replayed once discovered.

Exploration & Navigation

Players move through immersive environments using natural VR locomotion (controller-based movement).

Interactive Objects & Environment

Key elements in the environment can be interacted with (picked up, examined, triggered) to advance the story.

Game Dynamics

Surprise & Discovery

Randomized entry into new levels creates unpredictability, keeping players curious and engaged.

Tension & Release

Each story arc builds conflict and anticipation, peaks with a climax, and resolves with escape or closure.

Replayability

The anthology format, with varied level lengths and themes, ensures that each session feels fresh and worth returning to.

Agency & Flow

Players feel in control of their journey, with clear objectives balanced against open-ended exploration that sustains flow

The Game

Fallout VR game experience by anshulsdoc
Fallout VR game experience by anshulsdoc
Fallout VR game experience by anshulsdoc

Thank

you

for

your

time

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Linkedin
Vizzy

Inspired by
colors, culture & everyday life.

Thank

you

for

your

time

Instagram
Linkedin

Inspired by
colors, culture & everyday life.

Thank

you

for

your

time

Instagram
Linkedin
Vizzy

Inspired by
colors, culture & everyday life.

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