The Dark VR — Immersive Music Video Experience

CATEGORY

Interactive

TIMELINE

2 months

INDUSTRY

Entertainment

TOOLS

Figma, Adobe Creative Suites, Unreal Engine

💬 Project Overview

The Dark VR is a narrative-driven VR music experience exploring the emotional tension of a toxic relationship through immersive audiovisual storytelling. Created in collaboration with Monstercat for electronic artist WHIPPED CREAM and Departure Lounge.

Inspired by the metaphor of a rose, beautiful but capable of causing harm, the experience places viewers inside the artist’s creative mind, blending music, environment, and interaction into a single emotional journey.

The project evolved across multiple formats: beginning as a teaser shown at Vancouver International Film Festival, expanding into a 2D music video, contributed to a project recognized with a CIMA BOLD Award, and ultimately becoming a fully immersive VR experience that premiered at South by Southwest 2023.


The Dark VR is a narrative-driven VR music experience exploring the emotional tension of a toxic relationship through immersive audiovisual storytelling. Created in collaboration with Monstercat for electronic artist WHIPPED CREAM and Departure Lounge.

Inspired by the metaphor of a rose, beautiful but capable of causing harm, the experience places viewers inside the artist’s creative mind, blending music, environment, and interaction into a single emotional journey.

The project evolved across multiple formats: beginning as a teaser shown at Vancouver International Film Festival, expanding into a 2D music video, contributed to a project recognized with a CIMA BOLD Award, and ultimately becoming a fully immersive VR experience that premiered at South by Southwest 2023.


🌱 Problem & Opportunity

Designing user interfaces for VR presents unique challenges compared to traditional digital products.

Overly complex UI can break immersion, while unfamiliar interaction systems can create friction for users who are new to VR.

⚡️Challenges:

  • Maintaining narrative immersion while introducing interaction

  • Designing UI that feels native to the VR environment

  • Supporting first-time VR users with minimal learning curve

  • Ensuring interactions enhance rather than interrupt the emotional storytelling

The opportunity was to create a minimal and intuitive interaction model that allows users to focus on the emotional journey of the music.

👩🏻‍💻 My Role

As part of the Departure Lounge team, I was responsible for shaping the end-to-end UX of the VR experience, ensuring that interactions supported the narrative and emotional pacing of the music.

Responsibilities

  • Designed VR navigation and menu systems

  • Created interaction flows for in-world experiences

  • Collaborated with Art Director, developers, and production team

  • Conducted user testing and iteration

  • Assisted with SXSW VR submission materials

  • Designed promotional assets including printed posters, online promotional materials, and a collaborative project logo Departure Lounge X WhippedCream

This was also my first project working with Unreal Engine, requiring rapid learning and close collaboration with engineers to adapt designs to technical constraints.

🏆 Project Scope / MVP

VR Navigation & Menus

Designed in-world UI systems integrated into the environment, reducing reliance on traditional flat menus.

Narrative-Aligned User Journey

Structured the user flow to follow the emotional progression of the song, ensuring interactions support the narrative arc.

Interaction Design & Testing

Explored hand-gesture interactions during early prototypes, followed by multiple rounds of user testing.

Based on testing results, the interaction system was simplified to a single trigger input to improve usability for first-time VR users.

Visual Integration

Adapted assets from the 2D music video into the VR environment while collaborating with the Art Director and developers to maintain visual consistency.

🎯 Our Solution

Designing for immersion

UI elements were intentionally minimal and integrated into the environment to avoid breaking the user’s sense of presence.

Simplifying interaction models

While early concepts explored gesture-based interactions, testing revealed that simpler input improved usability and focus.

The final experience used a single-trigger interaction, reducing cognitive load for users unfamiliar with VR controls.

Aligning UX with storytelling

The interaction flow was designed to follow the emotional pacing of the music, ensuring the experience remained narrative-driven.

Adapting to technical constraints

Some visually ambitious concepts (such as glass-like UI materials) were revised after discussions with engineers due to Unreal Engine performance limitations.

⭐️ Outcome & Impact

The Dark VR was successfully completed and showcased internationally.

Key Results

  • Premiered at South by Southwest 2023

  • Initially showcased at Vancouver International Film Festival

  • Contributed to a project that received the CIMA BOLD Award

  • Delivered a polished immersive experience within a 2-month production timeline

The project received strong recognition from both industry professionals and festival audiences.

💡 Key Learnings

  • Designing within technical constraints: Some visually ambitious ideas (e.g. glass-like UI materials) were revised after discussion with developers due to Unreal Engine limitations

  • User focus over “cool” ideas: Hand gesture interactions were removed after testing revealed they distracted users from the music experience

  • ALWAYS, always, always designing for first-timer users: despite assumptions, most SXSW users were new to VR, reinforcing the value of simple, intuitive interaction design

  • Start simple, then layer complexity: A minimal control scheme allowed users to focus on emotion and storytelling rather than mechanics

  • This project deepened my understanding of immersive UX, VR interaction design, and collaborative production under tight timelines, while reinforcing the importance of user-centered decision-making in experimental mediums.