VR Experience for Gen Z in Oil & Gas Industry
"Bridging the Talent Gap Through Immersive Technology"
This project is currently under confidentiality agreement. Content has been generalized to respect NDA requirements.

My Role: Project Manager / Scrum Master
Team Size: 15 people from different disciplines
Timeline: 10-week collaboration (Winter 2024)
Technology: Virtual Reality, Gamification
The oil and gas industry faces a major workforce crisis due to mass retirements and limited Gen Z interest, creating a significant talent gap.
The oil and gas sector is experiencing unprecedented workforce challenges as baby boomers retire en masse while Gen Z talent remains largely unaware of industry opportunities.
Traditional recruitment methods fail to resonate with Gen Z candidates who expect technology-driven, interactive experiences that demonstrate career potential and industry innovation.
How might we create an engaging, immersive experience that attracts Gen Z talent to the oil and gas industry while effectively assessing their skills in an intuitive and rewarding way?
Collaborative research approach combining industry expertise with Gen Z insights to inform VR experience design.
Working closely with Deloitte's team, we conducted comprehensive research to understand both industry needs and Gen Z preferences.
VR mini-games emerged as the optimal solution to engage candidates in skill-based challenges that mirror real-world industry work while providing recruiters with meaningful assessment data.
I hosted collaborative workshops and brainstorming sessions to explore innovative gamification approaches and facilitate alignment across our diverse 15-person team.
Multimodal VR experience centered around skill-assessment mini-games for key oil and gas industry roles.
VR mini-game requiring candidates to analyze geological data, identify key resources, and make critical decisions under pressure, assessing data analysis and problem-solving skills.
Emergency response scenarios requiring quick thinking and collaboration, testing technical skills and resource management capabilities.
Leadership and decision-making tasks assessing how candidates navigate complex safety situations and risk management scenarios.
Integrated feedback system providing recruiters with immediate insights into candidate strengths while giving participants understanding of skill application.
I spearheaded the information architecture design for the mini-games, creating seamless flow with clear instructions, engaging visuals, and intuitive game mechanics.
Organized experience into different portals representing specific industry challenges, allowing candidates to progress through competency assessments that align with recruiter priorities.
Designed system to provide real-time feedback helping candidates understand how their performance translates to real-world industry applications.
Systematically defined target roles (Geologist, Field Engineer, Safety Engineer) and identified core competencies essential for each position.
Created comprehensive content structure and user flow organization, then storyboarded each mini-game detailing scenarios, mechanics, and interactions.
Built playable prototype focusing on geologist role flow, creating clickable simulation to test core mechanics and user experience before VR development.
Translated Figma prototype into immersive 3D VR environment, optimizing hand-tracking interactions and spatial design for geological analysis tasks.
Conducted comprehensive user testing with college students to assess VR mechanics, gather insights on game interactions, and identify areas for improvement.
Based on testing feedback, I refined tutorial processes and adjusted challenge difficulty to ensure optimal user experience and skill assessment accuracy.
Deloitte team demo received exceptionally positive feedback, with stakeholders praising engagement factor and effective showcasing of industry skill requirements.
This project reinforced the importance of trust within large, diverse teams. Managing 15 people from different disciplines required building strong, trusting relationships that were vital for overcoming obstacles and achieving project goals.
I greatly enjoyed facilitating brainstorming sessions and collaborative workshops. Working with a diverse team and facilitating idea exchange was both stimulating and rewarding, underscoring the power of collective creativity.
Taking ownership of the information architecture design across multiple complex VR experiences taught me how to balance user experience design with technical constraints and stakeholder requirements.

"60 minutes of timekeeping, a lifetime of cuteness."
Web Design
"Snow: The Fairest" subverts the classic fairy tale into a visceral horror experience for Universal Orlando's Halloween Horror Nights. In this twisted retelling, Snow White is a feral child vampire terrorizing a kingdom, while the Queen becomes the unlikely hero attempting to stop her reign of terror. This comprehensive design portfolio piece—presented to Disney Legend Bob Weis—demonstrates end-to-end attraction development from concept through operational specifications.

The Brief: Design an immersive experience based on a fairy tale, myth, or legend—no existing IP.
Rather than create an unbounded concept that could never be built, I chose to design within real-world constraints. I gave myself the parameters of a Halloween Horror Nights attraction at Universal Orlando because constraints drive better creative solutions (and because I'm a longtime admirer of the event's storytelling - I want to create a love letter to all the things that make HHN special).
How do you take a fairy tale everyone knows by heart and make it genuinely terrifying?
The answer: invert everything. Make the princess the monster. Make the queen the hero. Force guests to confront their assumptions about beauty, goodness, and who deserves to be saved.
Traditional fairy tales teach us that beauty equals goodness. "Snow: The Fairest" weaponizes that assumption. Guests encounter a kingdom where the 'fairest' princess has become a bloodthirsty monster, and the 'wicked' queen is desperately trying to save her people from the daughter she once loved. Playing on the central themes of the original narrative from "the hunter vs. the hunted" to beauty and youth, this new retelling takes a dark turn.
This inversion creates cognitive dissonance that amplifies scares—guests want to trust Snow, making her attacks more shocking.



A feral child vampire, cursed at birth and turned monstrous, hungry, and with incredible supernatural power.

Forced to hunt her own stepdaughter to save the kingdom she has sworn to protect. Armed with magic darker and darker as her desperation grows, she vows to end this forevermore.

Enslaved by Snow's supernatural control, he is her puppet - but does that glimmer in his eye mean he's still in there? Or is it just the moonlight of the Black Forest?

Complicit companions, defending their vampiric mistress. They come from the deepest caverns of the Black Forest, and have become Snow's thralls, minions, and playthings.
The Guest Journey: 440 Feet of Escalating Terror
The attraction uses environmental storytelling and strategic pacing to build dread before delivering shocking scares.


Using principles from Halloween Horror Nights' most successful mazes, the experience follows a calculated fear curve with three major peaks (Snow Feeding, Glass Casket, Bungee Drop finale) interspersed with atmospheric tension-building moments.


Guests enter a blood-soaked medieval village. Overturned carts and barrels hint at a hasty retreat as half-timbered facades loom overhead. Guests experience the aftermath of Snow's siege - and tension grows as they wind through alleyways and see the carnage for themselves.


The path winds through a twisted forest where Snow and her dwarfs stalk from the shadows. Gnarled trees create natural hiding spots for scare actors while spraying water simulates fresh blood and environmental effects heighten vulnerability during the reveal of snow herself.


In the Queen's candlelit workshop, guests discover she's not the villain—she's the solution. Alchemy tables, magic mirrors, and spell circles reveal her desperate attempts to create a cure. Gothic windows bathe the scene in purple light as guests realize they've been rooting for the wrong character. She whispers feverishly, desperately, as her grief for her daughter becomes clear to guests passing by.


Stepping through the magic mirror, guests watch as Snow bites the cursed apple. Her body convulses—the sound of snapping bones fills the room, and they hear the monster, or perhaps the girl, cry out - "mother, no!". Shrouded in shadows, the huntsmen and the queen warn guests to run, for she will not stay down for long.



Guests enter a gothic chamber where Snow lies in her famous glass casket. Red-lit gothic windows line stone walls and guests are closed in, forced to inch closer and closer. The casket suddenly rattles—she's very much alive, and very hungry. She lunges at guests and shatters the coffin in a flurry of air, sound, water, lighting, and fog effects as they narrowly escape.



Guests then enter a grotesque royal banquet where Snow, her feral dwarves, and a hypnotized prince preside over a horrifying feast—corpses and gore presented as delicacies. Normal children have tea parties, but Snow has this twisted banquet. Eagle-eyed guests will notice torn, bloodstained tapestries of the kingdom's history, showing that time, and Snow, have laid ruin to this kingdom.


Guests are thrust into the climactic confrontation between the Queen's forces and Snow's dwarf defenders. Pine trees provide cover for scare actors as the Queen makes her final stand. A 10/10 intensity bungee drop scare delivers the ultimate shock as Snow attacks from above.


From Concept to Buildable Reality
Every creative decision was validated against real-world operational requirements—the hallmark of professional themed entertainment design. Elevation drawings show how half-timbered village facades, gothic cathedral walls, and forest scenic elements fit within the 94' × 134' building envelope. Every prop, scare position, and sightline blocker is strategically placed to maintain show quality and operational flow.







This exceeds Universal's typical 600-800 target for seasonal haunts, ensuring the attraction can handle peak Halloween Horror Nights crowds.
The project drew from historical vampire mythology, particularly the 17th-century legend of Jure Grando (the first documented vampire, 1656) and Countess Elizabeth Báthory's alleged blood-bathing rituals. This research grounded the fairy tale subversion in genuine folkloric terror.




This project taught me to balance creative ambition with technical reality—a crucial skill in themed entertainment. Designing solo meant wearing every hat: creative director, technical designer, renderer, and operations planner.
I was beyond lucky to have the opportunity to present to my professor, my classmates, and class mentor Bob Weis, former president of Walt Disney Imagineering. Presenting this project to a Disney Legend provided invaluable industry mentorship and validation that the work met professional standards for attraction development.