Gaudí Insperation



Inspired by Antoni Gaudí’s use of organic, natural forms, I designed the museum's interior and exterior elements, such as the staircase railings and ceiling structures.


Creators
Director / Designer
Yeoleum Choi
Developer
Sebastian King
Jacob Heiserman
kahirie
Supervisor
Kyoung Swearingen
Supported by
Advanced Computing Center for the Arts and Design
Department of Design
GAME PLAY VIDEO
In Unreal Engine, I built the museum’s structural foundation and enriched the interior spaces with immersive landscapes and additional assets. The exterior environment was meticulously crafted to align with the architectural style, utilizing grand design elements to create a striking entrance.
The architecture itself is a part of the narrative— symbolizing Extinction, Abuse, and Death.

The entrance is designed to lead visitors through the skull of the extinct saber-toothed tiger, while the museum's facade is surrounded by a symbolic representation of elephant ivory piles, highlighting the issue of poaching. Drawing inspiration from the concept of a "Dinner in a Dinosaur," the museum hall is designed to be encased by the colossal spine and ribcage of a prehistoric beast, creating an awe that completely overwhelms visitors.

Saber Toothed Tiger
Poached Ivory
Dinner in a Dinosaur, 1853





Initial Sketch
Refined Design
Using VR sculpting, I created more natural, bone-like forms as if carving with my hands. Rough models created in VR were refined using advanced modeling tools such as Maya, ZBrush, and Substance Painter.




VR Sculpting
I have always been captivated by the dioramas at natural history museums. I love pressing my face against the glass to limit my field of vision, imagining myself truly inhabiting that environment. This project initially began as a VR experience—a 'walk-in diorama' concept where users could explore various extinction sites showcased within a room. However, I eventually transitioned the project into a flat, non-interactive cinematic experience to better focus on the narrative.
A WALK-IN MUSEUM DIORAMA


THE SIXTH EXTINCTION
The museum is composed of six rooms, each room showcase key causes of extinction. The players complete missions in various environments to indirectly experience the history and causes of the ongoing mass extinction.


CLIMATE CHANGE
DISEASE
OVER HUNTING
INVASIVE SPECIES
HABITAT LOSS
POLLUTION
Players must extinguish fire. They eventually discover the cause of the wildfire, and face charred animals in the ashes.

In this room, players witness the historical extinction of Tasmanian tigers, who were ruthlessly poached for bounties.
A deer fleeing a wildfire is struck by a construction vehicle. Players are left helpless to stop the massive deforestation.
In a natural cave marked 'No Visitors,' tourists have triggered an outbreak. Players encounter bats dying from infection


Players arrive at Easter Island by boat, inadvertently introducing rats that drive native species and palm trees to extinction.

Immersed in an underwater room, players clear trapped garbage to save suffocating marine life and purify water.
Layout and Curation
The museum experience was meticulously curated to capture the feel of a real-world visit, while maximizing the distinct advantages of a digital environment.
Visitors spawn far away and walk toward the building. This builds excitement before they pass under a huge predator skull at the entrance.
Spatial audio plays automatically in interactive zones, creating a real museum tour experience.
The interior navigation route was deliberately designed to guide players through the space in a carefully planned order.
MUSEUM OF SIXTH EXTINCTION



Playtime : 20-30 minutes.
Production period : 2025.01 - 2026.04 Responsible for all aspects
Software Used:

A game-based experience exploring the 6th mass extinction. This project utilizes an immersive virtual reality system to simulate the environmental crises of the sixth mass extinction. By integrating gamified, interactive elements, it transforms abstract ecological data into a personal learning experience.