


01 · Design Challenge
The idea behind The Tower is to combine the excitement of an escape room with environmental storytelling. I wanted to create a world that feels both whimsical and mysterious, where the setting itself becomes part of the puzzle. The contrast between the lively festival outside and the quiet, puzzling space inside makes the player feel both connected to and distanced from the world beyond the tower.


02 · The Core Puzzle
This puzzle features a chest with three keyholes that must be unlocked using colored keys placed in a specific sequence. The correct order is learned by observing the fireworks outside the tower window, creating a connection between environmental storytelling and player interaction. The mechanic reinforces memory, pattern recognition, and hands-on VR interaction while giving clear visual and audio feedback as each key is inserted.
03 · Designing for VR
For The Tower, I designed VR interactions that combine environmental exploration with clear UI guidance. When players approach interactive objects, prompts appear as physical-looking pieces of paper that provide clues or riddles, helping them understand what to do without interrupting the atmosphere. This approach is repeated throughout the experience to guide players while keeping the interface integrated with the world.

User Flow

START
EXIT
Prototype
What I Tested
I presented an early version of my VR project, where I demonstrated core mechanics like rotating objects with the controller and experimenting with projectile effects. This session gave me valuable feedback on both the technical controls and the direction of the experience.
What I Learned
My presentation focused too heavily on technical details. I didn’t show enough of the planned puzzles and storyline, which made it harder for people to give feedback on the bigger picture. Next time, I planned on balancing technical systems with narrative elements.
What Changed
Feedback highlighted the importance of creating a clear narrative that connected with the environment. I decided to prioritize the VR controls and core interactions first, then build the storyline and puzzles around those established systems.
Iteration
I developed a clearer storyline roadmap that mapped puzzles and player actions to the project’s timeline and scope. This helped me create a more engaging experience while keeping the gameplay realistic to complete.

