Project 03 · Spatial Storytelling

The Fantasy Museum

A narrative space that turns memory, grief, and racing into a walkable emotional journey.

Experience Mapping 3D Modeling Storyboarding Twine

Overview

Translating a personal story into spatial experience

This project began with a question: what if memory could become a place? I designed a fictional museum experience where a visitor encounters an AI machine that transforms three drawings into music. That interaction becomes a bridge to a past world shaped by a son’s memory of his late father.

Format Spatial story project
Role Story, mapping, 3D, presentation
Tools Storyboards, Twine, 3D modeling
Outcome Walkthrough video + narrative system

Story Summary

In the Fantasy Museum, a visitor discovers an AI machine that turns drawings into songs. After drawing his late father, a race car, and the sun, he is pulled into a memory-like world where he meets his father at the age of twenty-two. Together they chase a racing dream, break a world record, and return not with a trophy, but with something more lasting: remembrance, closure, and an uncrowned legacy.

Design Intention

Using sequence, atmosphere, and movement to carry emotion

Turn narrative into space

I wanted the story to be experienced through movement, framing, and architecture rather than dialogue alone.

Build an emotional arc

The visitor journey moves from curiosity to nostalgia, tension, and release.

Make memory feel believable

The goal was not realism, but emotional credibility — making memory feel like a place someone could physically enter.

Journey Map

A simple path through the experience

01

Entrance

Curiosity

02

AI Machine

Recognition

03

Memory World

Immersion

04

Race & Cliff

Tension

05

Return

Closure

Process

From written story to visitor experience

The project became stronger not by adding more story, but by making the experience clearer, more visual, and more grounded in the visitor’s point of view.

Storyboard 1

Dramatic Arc

I first reduced the narrative into five key beats: beginning, rising action, climax, falling action, and resolution. This helped define the overall rhythm before I started building scenes.

Storyboard 1 dramatic arc

Storyboard 2

Detailed Journey

I then expanded the story into smaller beats to clarify pacing, transitions, and the sequence of events. At this stage, I focused on how the story would unfold visually from one moment to the next.

Detailed journey storyboard part one
Detailed journey storyboard part two

Storyboard 3

Visitor POV

The final shift was rebuilding the story in first person. This changed my focus from writing a story to designing an experience — thinking about what the visitor sees, feels, and moves through.

Visitor point of view storyboard part one
Visitor point of view storyboard part two

Twine Prototype

Testing narrative structure before building space

Before translating the project into a 3D environment, I mapped the story as a Twine sequence. This helped me test narrative clarity, pacing, and first-person progression without committing too early to form.

3D Environment

Building emotional zones instead of realistic rooms

The museum was designed as a sequence of emotional spaces. Each location carries a different state of mind, while the transitions between them allow the visitor to shift emotionally before entering the next scene.

3D render of the fantasy museum environment
Entrance and AI encounter
3D render of the racing world
Memory world and race sequence
3D render of the final return moment
Return and emotional closure

Final Walkthrough

A silent animation of the full journey

This final walkthrough presents the visitor moving through the full story world from beginning to end. Without dialogue, the project relies on movement, framing, and atmosphere to communicate emotion.

Reflection

What worked, what changed, and what comes next

What worked

Strong emotional arc, clear narrative sequence, and a final walkthrough that communicates atmosphere effectively.

What I learned

Spatial storytelling depends on transitions as much as major scenes. Rebuilding the story from visitor POV made the project much stronger.

Next step

I would push the environmental cues further through sound, lighting shifts, and a more interactive version beyond a linear walkthrough.

Sometimes design can bring back what we’ve lost — even just for a moment.