
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




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.
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Digital Artifacts
Physical Artifacts
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