All work

Case 05 · Product design & art direction · original VR IP

Wrong Room
an interface read under pressure — now running on the headset.

Tools · Unity · Claude Code · BlenderStatus · In development · playable build
Wrong Room key art: the motel room, the table, the two collectors

77

dev sessions logged

537

automated tests, green

90

fps on Quest 3 hardware

2,000

simulated matches per balance pass

01 · The product

A 1v1 psychological-tension game read instantly, under stress, with no tutorial and no HUD.

The question the game asks slowly flips from “what did they do to me?” to “what did I do to them?” — and everything in the room is also the interface: game state lives in the world, never in an overlay.

Premise
Wake amnesiac in a motel room. Two collectors. One revolver.
Loop
Explore the room → duel at the table → a memory unlocks.
Cast
Él never speaks · Ella never stops
Ending
Ten memories. The tenth turns the TVs on.

Tension must stay usable

Fear is the product; confusion is a bug.

Colour is a rule, not a mood

Warm is yours, cold is outside pressure, red is damage. No exceptions.

Comfort beats cinematic tricks

Anything that hurts legibility or comfort in-headset gets cut.

02 · Product decisions

The senior work was not adding features — it was deciding what the game protects, teaches and refuses. The best decisions weren’t in the original plan.

Concept sheet of the motorised wheelchair

Decision 01 · Not in the original design

Locomotion became character

Problem

The game split in two: explore the room standing, duel seated at the table. Every switch broke reach and comfort — and “you can’t move” read as arbitrary, not designed.

Move

A motorised wheelchair becomes the game’s only locomotion: always seated, everything in reach, movement itself part of the fiction.

Payoff

One object fixed comfort, unified both phases of the game and wrote backstory — the chair is lore, set dressing and controls at once.

Comfort + lore, one object

Seated first-person view, feet strapped to the chair

Decision 02

An honest comfort rating

Snap-turn ships as an option; the game keeps a ‘Moderate’ rating it can defend instead of gaming the label.

Cert review · decision 2026-07-16

The bullet language: live, blank, and the red round

Decision 03

The core move nobody understood

Self-aim on a blank earns the extra turn — taught by watching Él do it first. A cold tester finally explained the rule back.

Strongest balance lever · 74.2% → 68.6%

Diegetic world-space UI showing the score

Decision 04

The story rewrote the economy

A lore decision killed the loot, so debt was resignified as score: same arithmetic reversed, zero balance code touched.

No test went red

03 · The visual system, documented

Palette · 6 core, dirty but legible

Pitch

#1A1C14

Base dark, never pure black

Soot

#2E2F22

Cel-shade shadow band

Mold

#4A5235

Walls, floor, room props

Decay

#7A8A52

Raking highlight on Mold

Bone

#C4AA6B

Light, UI accent, the coin

Ash

#E8E0CC

Text, toon outlines, never pure white

Tints · ≤ 10% of the frame · colour carries the story

Lamp

warm = yours

Cold

cold = from outside

Blood

red = damage only

Signal

the traffic light through the window

Warm is yours, cold is what comes from outside, red is damage — never told, always learned.

Type · brutal display vs. cold mono

ÉL NO HABLA.
ELLA NO CALLA.

● 200 · turno: oponente · cargas: 2 reales · 4 fogueo

Bebas Neue · Share Tech Mono

The cast, as brand voices

Él never speaks. Ella never stops. Silhouette, palette role and staging carry the personality — same job as a brand voice: say who you are before you say a word.

The motel room before the assault: warm, lived-in light
State 1 · before — warm, lived-in, yours
The same room after the assault: one hard light over the table
State 2 · after — the warmth dies, one hard light

Light does the storytelling — same room, two states, and the interface must read in both.

Mood tile 01 · Environment
Mood tile 02 · Characters (Él / Ella)
Mood tile 03 · UI / props

Mood tiles · environment / characters / UI · directed in Claude Design from the locked system

04 · What got cut

The screen-movie look died on contact with the real interface.

“Amber = active danger”

Replaced by the three-way colour semantic.

Aesthetic vignette

Fights comfort, eats the frame. Functional feedback only.

Film grain in post

Shimmers in-headset; the texture carries the grain instead.

Chromatic aberration

Cinematic in a still, discomfort in use.

Rule zero: no visual decision is final until it's seen in the real interface.

05 · Product keyframes → build

Key moments designed as stills first — each frame a spec the build now has to live up to.

Product keyframe · gameplay mode: the table as interface, seated first-person view

Gameplay mode

The table is the interface

Revolver as game state, items in reach. Everything reads seated — there is no HUD to fall back on.

0 overlays · game state lives in the world

Product keyframe · the intrusion: warm habitable room, cold pressure through the door

The intrusion

Two-state lighting in practice

Your warm space, their cold pressure through the door — the palette rule staged where it matters most.

Warm = yours · cold = outside · red = damage

Product keyframe · the stethoscope moment: listening to the revolver cylinder

The stethoscope

The peek that powers the strategy

Hear the next chamber, then choose: pass, or point it at yourself for the extra turn.

Product keyframe · the loading ceremony: rounds laid out in the open

The loading ceremony

Game state as information design

Rounds laid out in the open. The odds are public — tension is knowing exactly how bad it is.

Product keyframe · the marking: the IP's glyph sprayed on the wall

The marking

Identity that survives inside the scene

The IP's glyph sprayed in-world, not overlaid. If it can't exist inside the room, it doesn't exist.

Product keyframes directed in Claude Design from the locked visual system · the corresponding scenes are built in Unity

06 · Directing the production

One designer, one AI production team: I own the design and how it feels in VR; the AI proves its work before it lands.

May ’26

S1 · first brief

Jul 12

Design frozen · gate passed

Jul ’26

90 fps measured on Quest 3

Now

Art phase · full cast in scene

Next

Horizon Store + Steam

Engine
Unity 6 · URP · XR Interaction Toolkit · OpenXR
Target
Meta Quest 3 standalone · Horizon Store + Steam
Development
Claude Code · gated by the automated test suite
Characters
Generative AI for geometry & textures · rigs scripted in Blender
Audio
Original score composed in-house · rights clean
Method
77 logged sessions · every decision dated
Ella pose sheet — the locked gothic direction

The rig that exploded

AI rigs threw meshes 80–280 m off their marks. Now the AI authors geometry only; every skeleton is rebuilt by script in Blender — hands from 30 cm off to 0.9 cm.

A minor · 3/4 · 72 bpm · bar 8 lands on the dominant — no cadence, no exit

A song that never resolves

Ella's line — “if I sing it, it never ends” — made literal: her waltz, composed in-house, never cadences. The loop has no exit.

Black-and-white values test of the room

Playtesting without a headset

Synthetic pre-triage photographs every art change in batch; what can't be judged flat goes to blind testers who meet the game cold.

07 · How it's validated

“In development” doesn't mean “on faith” — and what's still open is listed, not hidden.

537 EditMode + 16 PlayMode tests green before any merge.

2,000 headless matches per balance pass.

Three blind testers — no lore briefing, tension measured cold.

90 fps measured on Quest 3, standalone.

Human voice acting — three voices, cast not chosen.

Lighting bake + performance pass with the full cast.

The full memory-loop campaign, end-to-end in-headset.

08 · What this proves

An original IP taken from a one-line premise to a playable build on hardware — every product and art decision mine.
brand thinking, product judgment and art direction, proven on the hardest brief: one I set myself.

77

dev sessions logged

537

automated tests, green

90

fps on Quest 3 hardware

2,000

simulated matches per balance pass

The practice behind my AI Fluency certification (Anthropic): AI compresses exploration and execution; judgment directs it