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
Wireframing for VR
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
Game Mechanics
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














