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Walking into Light and Color.

An interface you move through.

Final Godot render of the Walking into Light and Color garden, with an arched bridge, pond, vegetation and visible XR hands.
Final Godot render of the Monet-inspired garden environment.
Original project artifact

Final Godot render of the Monet-inspired garden environment.

The short version

An academic XR exhibition prototype exploring how atmosphere, movement and interaction can shape a spatial journey. I designed the route from Reception and Reflection Lake through a garden to a circular gallery, then developed the environment across Blender and Godot.

Design focus
Turn a museum visit into a spatial sequence shaped by movement, atmosphere and orientation.
Core decision
Use one continuous route—Reception + Reflection Lake → Garden → Circular Gallery—to make progression legible without a complex interface.
Status
Functional academic prototype developed in Blender and Godot; no visitor-study outcome is claimed.

What I contributed

  • Concept development and spatial journey design
  • Original environment modeling and scene assembly in Blender
  • Godot XR setup and interaction implementation
  • Wayfinding, presentation video and final production documentation

Methods & making

Spatial journey design3D environment modelingXR interaction prototypingIterative developmentBlenderGodot

Individual academic project · UX606 Immersive Design, Wilfrid Laurier University. Individual contributions are described separately from collective work.

Inside the project

Design the exhibition as a journey, not a screen.

Walking into Light and Color explores how an Impressionist-inspired exhibition could become an explorable XR environment. Rather than treating each artwork as an isolated display, I organized the experience around a continuous sequence: Reception and Reflection Lake, a garden transition, and a circular gallery.

My work: concept development, spatial organization and exhibition journey design.

Engagement, accessibility and learning are design goals in this academic prototype, not validated visitor outcomes.

See the work

One route. Three spatial moments.

The experience is structured as a legible progression rather than a set of disconnected rooms. Reception establishes arrival and orientation, the garden carries the transition through movement, and the circular gallery becomes the viewing and interaction destination.

Editorial spatial journey diagram showing Reception and Reflection Lake, Garden, and Circular Gallery connected as one route.
Public-safe portfolio diagram reconstructed from the original project route.
Original project artifact

Public-safe portfolio diagram reconstructed from the original project route.

What this shows

The route makes progression understandable through spatial continuity instead of a dense interface.

Why it mattered

Use one continuous journey so the environment itself carries orientation and pacing.

My work: spatial sequence, wayfinding logic and exhibition pacing.

See the work

Start with the spatial skeleton.

I modeled the exhibition as low-poly geometry in Blender first, using the overall circulation and connected zones to resolve the experience before adding visual detail.

Initial Blender environment model for Walking into Light and Color, showing the connected reception, route and circular gallery as untextured geometry.
Initial Blender environment modeling before materials and embedded artwork.
Original project artifact

Initial Blender environment modeling before materials and embedded artwork.

What this shows

The early model makes the full spatial relationship visible before atmosphere and decorative assets are introduced.

Why it mattered

Resolve circulation and the relationship between zones before visual detailing.

My work: original environment modeling and spatial organization in Blender.

See the work

Bring the environment into XR.

After the Blender environment was established, I brought the project into Godot and developed the XR experience. The garden became a transition space where movement, orientation and atmosphere had to work together.

Final Godot render of the Walking into Light and Color garden, with an arched bridge, pond, vegetation and visible XR hands.
Final Godot render of the Monet-inspired garden environment.
Original project artifact

Final Godot render of the Monet-inspired garden environment.

What this shows

The final Godot garden turns the spatial plan into a navigable scene with depth, landmarks and a visible route.

Why it mattered

Keep the environment itself as the primary interface, using spatial continuity rather than a dense overlay.

My work: Godot XR setup, environment integration, interaction implementation and iterative refinement.

Development testing is documented; participant usability testing is not established by the reviewed project sources.

Inside the project

What the project changed in my practice.

Building the same experience across Blender and Godot made the relationship between atmosphere and interaction much more concrete. The strongest lesson was that immersive work still depends on familiar UX questions: where people are, what they can do next, and how clearly the environment communicates that.

I produced the final presentation video and documented the full workflow from concept to XR prototype.

The public portfolio version intentionally omits runtime images containing Pinterest-sourced embedded artwork whose original rights provenance is not documented.

Another context. Another question.

Nexarank