The Womb

VR Experience

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My Role

Creative Director, Project Manager, Game Developer

Tools

Unity (C#), Figma, Miro Board, Spreadsheets

Year

2026

Credits

Director & Producer: Esthefania Morantes
Art Director: Nguyen Thao Nguyen
Visual Development: Jewel Pham
Programmer & QA: Skyler Hsu

Step inside a living body and feel what you can't see.

The Womb is an immersive VR environment that reacts to your actions. This project studies the gap between perception and what's actually happening inside a space, and how your actions affect it. The world is abstract and organic rather than medical or realistic, with cells, veins and walls informing the player’s feedback.

As Creative Director and Project Manager in a team of 4, I managed the project's schedule, facilitated the meetings and ensured we hit our goals. This prototype was produced in only 2 weeks.

Showcased at

The process behind it

Exploration

The design was influenced by how we wanted the environment to give feedback to the player's actions while feeling abstract and a bit bizarre. After testing shapes and colour palettes these were our final versions.

Influencing the player (or not)

During playtesting we decided to let the players freely explore how their actions affected the Womb. Afterwards players could fill in a short feedback form and tell us about their experience. Players expressed that the environment was responsive to their actions and they had feedback on their actions even without a clear predetermined goal.

My role as Project Manager

This project was developed in 2 weeks with a team of 4 people. During my role I directed the meetings, assigned the tasks and supervised the development of the experience, developing systems with my team such as the Health and Cells Logic for programming and task trackers for time management.

The outcome

Players were free to explore the Womb in their own time and way. This allowed the experience to be enjoyed by players of any age, from kids who want to touch the sticky squishy walls to adults who were interested in the combinations of the cells. Some members of the audience and venues also mentioned the potential of playful projects like this to showcase more medically grounded, real life procedures, such as surgeries and how a second version could be used for educational purposes.

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