
PHANTOM
2021VR , Unity , Motion Capture ,
C#, Level Design
Phantom is a narrative-driven Virtual Reality experience developed as part of my Master's research project exploring extended body awareness. Through a real-time shape-shifting avatar, participants inhabit multiple alternative bodies within a fantasy journey, challenging their perception of physical identity and embodiment. The project was showcased at the Ars Electronica exhibition, London 2021.
I was responsible for the complete Unity implementation, translating our design into a fully interactive VR experience. This involved environment setup, gameplay and behaviour systems, multi-device VR input integration (including body tracking), and final build deployment.
I was responsible for the complete Unity implementation, translating our design into a fully interactive VR experience. This involved environment setup, gameplay and behaviour systems, multi-device VR input integration (including body tracking), and final build deployment.
Narrative
Participants enter a surreal landscape composed of body-like natural forms, progressing along a guided path through rivers and terrain that require physical transformation to navigate. By altering scale and reach, they adapt to environmental constraints before reaching a central island, where the final transformation enables flight and a return to reality.


Embodied Avatar & Input System
Players control a shape-shifting avatar driven by real-time VR input.
The system integrates HTC Vive Trackers and controller input through Final IK, allowing full-body motion mapping to the character.
Throughout the experience, players dynamically alter their physical state - scaling up or down, extending arm reach, and unlocking flight - with each transformation directly affecting traversal and interaction within the environment.


Body-Inspired Environment

The environment was designed as a guided journey across a body-inspired landscape, leading to a central island enclosed by towering vertical forms.
Each area introduces spatial constraints that require scaling, extended reach, or flight to progress. The central island serves as the final transformation point, unlocking flight to complete the experience.
Each area introduces spatial constraints that require scaling, extended reach, or flight to progress. The central island serves as the final transformation point, unlocking flight to complete the experience.
Ars Electronica Exhibition | London | 2021
