VR ExperienceThe Ask
Design and prototype a VR storytelling environment in the metaverse using Arthur, where spatial design, objects, and layout convey a coherent narrative and emotional experience. The assignment emphasized world-building as storytelling, requiring the integration of 2D and 3D assets, intentional visitor flow, and a written concept detailing the storyline, user journey, symbolic object use, and conceptual interactivity and gamification, positioning the experience as a pitch for a potential video game rather than a fully playable build.
The Idea
Inspired by Eternal Sunshine of the Spotless Mind, I created Meet Me in Montauk, a metaverse-based VR experience conceived as an ungamified pitch for a narrative-driven video game, fully ideated and creatively directed by me. The project translates themes of memory, loss, and emotional attachment into a spatial journey through Joel Barish’s collapsing memories. I built a functional prototype of the intro space and Level 3, using symbolic photos, videos, and 3D models to guide visitors through fragmented emotional states. Each environment suggests future gameplay mechanics—such as memory-triggered interactions, collectible emotional artifacts, and progression through mental spaces—while standing on its own as an immersive, story-first VR experience.
Individual Project for IE Business School’s Master in Creative Direction, Content & Branding.
Madrid, Spain.
Meet Me in Montauk
Storyline / Theme (Logline)
Step inside the fading mind of Joel Barish, a man undergoing the process of memory erasure at Lacuna, Inc. However, just as the procedure begins, he changes his mind—and fights to hold on to what he once chose to forget. Your mission: preserve Clementine by navigating through fragmented memories and collecting emotional tokens that keep her alive in his mind.
Link to Arthur space: https://room.arthur.digital/JD64-15WA-AVXK
Screen recording of the VR prototype experienced inside the Arthur metaverse.
LEVELS
Lacuna, Inc. (Intro Space – Prototype Built)
The experience begins in the clinical lab of Lacuna, Inc., where a video explains the process of memory erasure. The space is filled with Joel’s memory-linked objects and photographs—that set the emotional stakes and invite the player into his subconscious, showing a preview of each level. This is where the journey begins.
Level 1: The Crashed Car
The last memory Joel has of Clementine—chaotic and surreal. Clementine runs out after crashing Joel’s car into a fire hydrant as cars fall from the sky. The mission: rescue her and lead her safely back to the car to escape the crumbling memory.
Level 2: The Frozen Lake
A dreamlike frozen lake where Joel and Clementine lie on the ice. Players must carefully cross the cracked ice to reach the center, collecting floating memory fragments while avoiding sections that threaten to collapse. Symbolizes intimacy under threat.
Level 3: Joel’s Childhood Kitchen (Prototype Built)
A distorted, oversized kitchen seen from the perspective of a toddler. Here, Joel attempts to hide Clementine in a childhood memory to protect her from erasure. Players must collect seven comfort items using stackable objects like toy blocks and cereal boxes, then hide under the table with Clementine before “Mom” returns. Each collected item triggers a sound cue to signal a “token” reward towards completing the mission.
Level 4: The Library
The moment Joel first asked Clementine out. The mission involves searching the stacks for a glowing “memory book” that holds that pivotal conversation. Solving book-based puzzles unlocks a hidden door to the next memory.
Final Level: Montauk Beach
A snowy beach where Joel and Clementine first met. A bed lies in the distance, half-buried in the snow. The player must collect scattered “memory snowflakes” or tokens to clear a path to the bed—Joel’s last emotional stand against forgetting. Reaching it triggers the final cinematic memory montage.
Prototype Asset List
Videos:
Intro clip at Lacuna Inc. (voiced-over clip from film) → Sets tone, gives context
Level 3 mission intro → Establishes narrative objective and stakes
Photos (2D) — Meaning & Symbolic Function:
Picture of Baby Clementine and Joel: Inspired by a fabricated memory in which Clementine appears as a child, saving Joel from bullies. Although imagined, this moment reflects how Joel views Clementine as a protector and emotional savior. This photo symbolizes what’s truly at stake in the erasure process—his dependence on her for comfort and connection.
Drawing of Joel and His Mother: A childlike sketch that represents Joel’s early attachment to maternal figures. This image hints at the emotional patterns that echo throughout his adult relationships, particularly his bond with Clementine, who often takes on a similarly nurturing role.
Drawing of His Home: A visual representation of Joel’s childhood house. Within the context of the memory space, it takes on a layered meaning: Clementine has come to represent “home” for Joel. Saving her becomes synonymous with preserving his sense of emotional grounding and belonging.
3D Models (Interactive Elements):
Comfort Items:
Chocolate chip cookies → Nostalgia
“Cheese” T-shirt → Personal identity and warmth
Rubber duck → Innocence, safety
Yoyo → Cyclical memory, play
Green crayon → Creativity and childhood expression
Stackable Objects:
Building blocks, laundry basket, broom, cereal boxes, stepping stool, children’s books → Tools of access; overcoming limitations from childhood perspective
Prototype User Journey Description
The player begins at Lacuna, Inc., a cold, clinical lab filled with Joel’s memories. A video introduces the concept of memory erasure. Immersed in the atmosphere of disconnection and memory loss, the player is then transported directly into Level 3: Joel’s Childhood Kitchen—the playable prototype. Here, the environment shifts dramatically: a toddler’s eye view of a nostalgic but slightly eerie domestic space. A mission video on the wall guides the player to search for comfort items. Once all are collected using stackable objects, the player must hide under the table with Clementine before “Mom” returns.
Prototype Conceptual Gamification Elements
Progression System: Players collect 7 comfort items per level to complete the mission.
Challenges: Spatial puzzle of reaching items using stackable tools.
Reward Feedback: Sound effects tied to each item confirm success.
Narrative Stakes: A countdown-style urgency introduced by the “Mom returns” timer adds tension.
Future Expansion: Additional memory levels—such as the frozen lake, the library, and Montauk beach—are conceptually planned, each featuring a unique mission that reflects Joel’s emotional state and his struggle to preserve Clementine in the face of erasure. These levels are designed to gradually increase in both emotional intensity and gameplay complexity.