Journey to the Holocene VR forest and mastodons
Museum VR · Senckenberg Naturmuseum Frankfurt

Journey to
the Holocene

A guided VR museum experience that takes visitors from a ritual cave into a prehistoric forest and toward a final mastodon encounter.

UnityMeta Quest 3XR Interaction ToolkitInteractive NarrativeSpatial Audio
Journey to the Holocene key visual
Project mood and first impression
Cave scene
Opening ritual and onboarding sequence
Mastodon sequence
Culminating encounter with the mastodon
Project showcase

Learning through presence, interaction and story

Developed for Senckenberg Naturmuseum Frankfurt, Journey to the Holocene combines environmental storytelling with guided interaction. The experience was designed for museum visitors, so onboarding, direction and pacing had to remain understandable without pulling the user out of the virtual world.

My work · Interaction

Tutorial & progression systems

I worked on onboarding, potion and cauldron interactions, progression logic, environmental cues and interactive objects across the experience.

My work · Narrative guidance

Eagle, feeding & waypoints

I implemented educational encounters, waypoint-based guidance and feeding / trust interactions that help the visitor understand where to go and what to do.

My work · Audio

Voice & sound direction

I contributed voice direction and sound design, including tutorial lines, character material and environmental ambience for the cave and forest.

Trailer

The experience in motion

Experience flow

A journey through three connected moments

Cave and shaman scene
01 · Cave

Ritual & onboarding

The visitor learns the interaction language through the shaman, potion ritual and guided introductory tasks.

Prehistoric forest environment
02 · Forest

Explore & build trust

The forest opens into guided exploration with educational encounters, feeding interactions and environmental storytelling.

Mastodon scene in the forest
03 · Mastodon

Ride & progression

The final sequence moves into a mastodon-focused experience, giving the visitor a stronger sense of scale, movement and culmination.

Mastodon herd in the Journey to the Holocene environment
Museum interaction design

Guidance without breaking immersion

The project needed to work for visitors with very different levels of VR experience. Instead of relying on conventional menus, direction was integrated into character dialogue, environmental cues, interaction timing and waypoint systems.

This made onboarding and progression part of the experience itself rather than a separate tutorial layer.

Sound & atmosphere

Audio as both mood and navigation

Cave and forest ambience, character voice material and tutorial audio were used to establish tone while also directing the visitor’s attention. The audio design supports the transition between spaces and helps the experience feel cohesive from the first interaction to the final sequence.

Voice DirectionAmbient SoundSpatial CuesReaper
Forest atmosphere from the VR experience
Unity C# Meta Quest 3 XR Interaction Toolkit VR Interaction Narrative Design Sound Design

This was a collaborative university project for Senckenberg Naturmuseum Frankfurt. The text above focuses on the parts of the experience I personally contributed to.

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