UX/UI Design • Narrative Design • User Research

Innerverse

A Self-Care Metaverse Immmersive Game Through the Seven Chakras

Designing an immersive 3D wellness experience that transforms mental health gaming through Unreal Engine 5, AI-driven personalization, and therapeutic storytelling

7

Chapters mapping psychological growth to chakra progression

15+

Unique screen flows designed for seamless UX

CBT

Therapeutic principles integrated with gamification

AI

Real-time mood adaptation through Computer Vision

Role

UX/UI Designer, Narrative Designer, User Researcher

Tools

Unreal Engine 5, Figma, User Research Methodologies, Storyboarding

Explore Case Study

View Impact & Metrics

01. Problem Space

The Challenge

Rethinking digital wellness beyond passive meditation

Context

Digital wellness apps like Calm and Headspace have saturated the market with passive meditation experiences, but they lack:

Interactive Engagement

That sustains long-term behavior change

Personalized Adaptation

Based on real-time emotional states

Immersive Environments

That create emotional resonance

Clear Progression

That visualizes internal growth

Problem Statement

"How might we create an immersive self-care experience that combines therapeutic effectiveness with engaging gameplay, making mental wellness practices feel rewarding rather than obligatory?"

Design Challenge

Balance the intrinsic motivations of therapy

(self-discovery, healing) with

(rewards, progression, achievement) without letting gamification overshadow therapeutic goals. extrinsic motivations of gameplay

02. User Research

Understanding Our Users

Deep research insights that shaped the experience

Methodology

Personas

Key Insights

Competition

User Interviews

10-15 participants, adults 25-45 experiencing stress or seeking personal growth

"Meditation apps feel boring after the first week"

"I don't see tangible progress in my mental health journey"

Competitive Analysis

Calm/Headspace

Strong content, weak engagement loops

Therapy Games

Clinical focus, lack visual appeal

Open-World Games

Great storytelling, no therapeutic framework

Literature Review

• Dual-Loop Model for Therapeutic Gamification (JMIR)

• Gamification effectiveness in mental health apps (PMC studies)

• Chakra psychology as framework for emotional healing

03. Information Architecture

User Journey & Flow

Mapping the path from discovery to sustained engagement

Core User Journey Map

DISCOVER

ONBOARD

ENGAGE

REFLECT

GROW

RETURN

Dual-Loop System Architecture

Main Mission Loop (Therapy World)

Enter Chapter

Lucille Introduces Theme

Environmental Puzzle

Journal Entry Required

Landscape Transforms

Progress to Next Mission

Chapter Complete

Daily Quest Loop (Game World)

Daily Login

3 Personalized Quests Offered

Choose & Complete

Points + Streak

Accelerates Main Story

Cosmetic Rewards

Next Day Return

Intersection Point: Both loops feed into

• Lucille's adaptive AI learning

• Avatar visual progression

• Overall chakra balance visualization

04. Storyboard & Narrative

Seven-Chapter Narrative Arc

A journey through psychological growth mapped to chakra progression

Storyboard Framework

Adventure with emotional growth elements

Genre

Adventure with puzzle-solving and exploration mechanics

Theme

Overcoming self-doubt and fear through persistence

Characters

Player:

Inner voice of doubt and encouragement

Lucille:

Guiding voice and AI companion

Narrative Twist

The guiding voice is actually a manifestation of the player's own inner wisdom. The cavern's transformation mirrors the player's internal change.

05. Unreal Engine 5

Technical Implementation

Leveraging next-generation technology for therapeutic immersion

Why Unreal Engine 5?

Nanite

Virtualized geometry enables ultra-detailed environments without performance loss on mobile

Lumen

Real-time global illumination for therapeutic feedback (fog lifting = literal enlightenment)

MetaHuman

High-fidelity avatar customization for player identity and Lucille AI embodiment

Blueprint

Visual scripting enables rapid prototyping of mood-adaptive gameplay mechanics

Environment Design: Chapter 1 - Fog of Overwhelm

Technical implementation breakdown

Visual Reference

• Pacific Northwest forests

• Dark Souls ambiance

• Zelda: BOTW art style

Color Palette

Dark grays/browns → Vibrant greens/golds

Lighting Progression

Overcast → Sun rays through canopy

Technical Systems

Volumetric fog system:

Density decreases by 20% per journal entry completion

Procedural foliage:

15,000+ trees with LOD optimization for mobile

Dynamic weather:

Rain intensity tied to player's self-reported stress level

Audio design:

Thunder fades to bird songs as transformation occurs

Mobile Optimization Strategy

Challenge:

UE5's high-fidelity graphics on mobile devices

Adaptive Resolution Scaling

720p-1080p based on device capability

Asset Streaming

Load only visible environment chunks (3-section lookahead)

Shader Complexity Management

2 material complexity tiers (flagship vs. mid-range)

Frame Rate Targeting

Smooth 30fps guaranteed; 60fps on high-end devices

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Impact & Metrics

Measuring Success

Quantitative and qualitative outcomes

70%

Daily Active Users

Of registered users

22 min

Avg Session Length

Target: 18-25 minutes

87%

Journal Completion

Critical for therapeutic efficacy

62%

Day 7 Retention

Target: > 60%

40%

Chapter Completion

Industry avg: 8%

30%

Stress Reduction

By Chapter 3 (self-reported)

User Testimonials

"This is the first meditation app that actually made me excited to open it every day"

— Beta Tester

"I didn't realize I was doing therapy until I looked back at my journal entries. Brilliant design."

— User Review

"The environment changes made me cry. I felt seen."

— Survey Response

What Worked

Dual-Loop Model

Separating narrative from habit formation prevented burnout

Immediate Feedback

Reflection Loop's visual rewards were the most powerful retention mechanic

Unreal Engine Choice

High visual fidelity created emotional resonance text-based apps can't achieve

Challenges Overcome

Balancing Therapy & Gaming

Early prototypes felt "too clinical" or "trivializing"—solved through therapist collaboration

Mobile Performance

UE5 optimization for mid-range devices required 6 weeks—crucial for accessibility

AI Ethics

Ensuring Lucille felt supportive, not creepy—required careful UX writing and consent flows

If I Could Do It Again

Earlier user testing:

Would prototype Chapter 2-3 before finalizing Chapter 1 (discovered users wanted more puzzle variety)

Deeper IoT integration from start:

Apple Health connection was an afterthought; should've been core feature

Community features:

Users requested way to share (anonymized) progress with friends; adding in next update

Turning wireframes into legendary artifacts since 2023.

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© 2025 Pooja Kulkarni