Two Coins Below

Overview

1

Narrative & Planning

  • Reimagined the myth of Persephone into an interactive pirate adventure

  • Developed a narrative arc and choice-based flow

  • Created detailed storyboards and mapped out environments

  • Conducted early research to ground themes and tone

2

Design & Development

  • Built 9 explorable 3D VR rooms using Blender and Spline

  • Created interactive elements like drawers, doors, and environmental storytelling

  • Designed AR visuals in Adobe Aero, triggered by a custom-built book box

3

Digital & Physical Artifacts

  • Developed an interactive 3D website with Spline

  • Crafted a laser-cut lantern, clay book box, and cement hand for physical immersion

  • Used Lumion to render panoramic environments for immersive previews on Instagram

4

User Testing & Refinement

  • Ran usability tests with diverse users across AR and VR

  • Collected feedback on interaction, clarity, and navigation

  • Iterated on design based on insights from testing

5

Documentation & Case Study

  • Captured screenshots, working shots, and process reflections throughout

  • Organized research, visuals, and team contributions

  • Built this case study website to present the full journey

Tools Used

VR Development: Spline, Blender, Meshy AI (experimentation)

AR Animation: Adobe Aero (QR-triggered visuals)

Digital Artifacts: Spline (3D website), Lumion

Physical Artifacts: Laser cutting, air-dry clay, cement molding

Case Study: Framer

Narrative Summary

Persephone, a noblewoman trapped in an arranged life, escapes to a seaside market where she meets the mysterious pirate captain Hades. Together, they journey through stolen moments, family conflict, and dangerous seas. The story unfolds across various interactive media, allowing users to follow Persephone’s choices—from rebellion to transformation—toward freedom and self-discovery.

Core Themes

Freedom

Courage

Self-discovery

Fantasy

Romance

Target Audience

This project is aimed at tech-savvy young adults (ages 15–30) who are drawn to fantasy, interactive media, and narrative-rich experiences. Our audience values agency, immersive storytelling, and visual engagement. We also considered accessibility for non-VR users by offering layered experiences across AR, web, and physical objects.

Story Board & Narrative Arc

Narrative Arc

Characters

Narrative Case Study-15
Narrative Case Study-14
Narrative Case Study-16
Narrative Case Study-17

Usability Testing

To ensure the interactive narrative was intuitive and engaging, we conducted task-based usability testing with three participants from diverse backgrounds and experience levels with AR and VR. The primary objectives were to assess navigability, engagement, and potential friction points.

Goals

  • Can users successfully navigate through the environment?

  • Are users engaged or do they find the experience boring?

  • Are there specific frustrations or usability pain points?

Method

We used task-based testing, asking users to:

  • Explore the VR environment and navigate through multiple rooms

  • Locate and interact with objects embedded in the space

  • Experience the AR content triggered via physical artifacts and QR codes

Participants were encouraged to think aloud during the process to better capture their reactions and decision-making.

Participants

Participant 1

23 years old, has prior experience with AR/VR, and plays video games regularly.


Participant 2

18 years old, tech-savvy but no prior AR/VR experience, plays video games daily.


Participant 3

48 years old, no experience with AR/VR, does not play video games.

Observations

Participant 1

Struggled slightly with movement but enjoyed the exploration and visual aspects. Found object interactions interesting but had difficulty locating all of them.


Participant 2

Smooth navigation and quick to identify interactable elements. Expressed strong interest in narrative progression.


Participant 3

Faced more challenges with movement and object discovery but was still engaged by the story and visuals.

Summary of Results

Positives

Participant 1

Enjoyed visual environment, liked searching for interactive objects


Participant 2

Easy navigation and object interaction, engaged by narrative hints


Participant 3

Visually captivated, liked AR layer of storytelling

Negatives

Participant 1

Movement issues, difficulty finding objects, felt they were missing content


Participant 2

Wanted more storyline continuation


Participant 3

Confused about navigation, unclear where to find objects

Key Takeaways

  • Users enjoyed the immersive environments and interactive elements, especially the added narrative depth from AR

  • Movement and object discoverability could be improved, particularly for less experienced users

  • Participants wanted to see the story extend further, indicating narrative engagement was strong.

View All Platforms

AR Experience

VIEW PROCESS

Digital Artifacts

Instagram Posts

VIEW PROCESS

The Coin That Changed Everything

VIEW PROCESS

Sound-Based Interactive 3D Website

VIEW PROCESS

Physical Artifacts

Book Box

VIEW PROCESS

Frozen in Time

VIEW PROCESS

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