Dome of Dreams — VR Experience
XR & Immersive
Dome of
Dreams
VR Experience Design Narrative Design Unity 3D Blender AI-Generated Environments
Role
XR Designer, Writer,
& Experience designer
Built with
Unity 3D · Blender · Skybox AI
Adobe Suite · Hoverlay (AR)
Context
Virtual Reality, XR,
& Immersive Media exploration
The Project
What if you could design your dreams — and what if it couldn't stop?

The project began as a written narrative exercise and evolved into an immersive experience combining VR worlds, AR storytelling, and AI-generated content. Dome of Dreams is an experience inspired by the extremities of a popular series Black Mirror, exploring promise and dark consequences of technology. It lets you manipulate your own dreams.

The concept draws from a key observation: long before VR existed, humans have always sought ways to construct worlds different from their physical surroundings — through substances, spiritual practices, or something as involuntary as dreaming. Dome of Dreams takes that instinct and asks what happens when technology gives you total control over it.

The experience places users inside surreal, AI-generated dreamscapes projected in a 180-degree dome. They explore worlds built from prompts, experiencing the wonder of designed dreams. The narrative gradually reveals the dangers of dependency, reality detachment, and the eroding real-world presence.

The Narrative
A Black Mirror episode, written from scratch.

Catherine doesn't sleep well. Most nights, her mind replays the same loop of a growing list of things she can't control. Medication does not work anymore.

The Dome of Dreams app, promises to let her design her own dreams. And it works. She sleeps. She dreams.

But the real world starts to feel thinner. Feedback stings harder. Phone calls feel unbearable. She catches herself building the dome in her head — at work, in traffic, mid-conversation. The app glitches.

Then one night, she sees the dome. And inside it — herself. Still asleep, while she is still awake.

Don't stop here — read the full episode ↗

Excerpt from the episode

She saw the most vivid visuals. Her family and loved ones in an imaginary world filled with camping, bonfires, barbecue dinner, and comfortable tents that she slept in, in the dream. She had the option of saving or deleting dreams from the Dream Library which would help the system to study her preferences and design personalised experiences.

Until one day, while she was driving to work — a homeless man slammed the window of the car. This was weird, this is exactly what the app blocks. It protects her from real world traumas. As the day passed, she forgets about it. Until it happens again in her dreams, when a bright sunny day at her childhood treehouse turns eerie and haunted.

Process
Narrative to experience.
PHASE 1 Write the script Black Mirror episode Catherine's story ★ PHASE 2 Research Blascovich & Bailenson VR embodiment, ethics class debates !! ideas form... PHASE 3 World Building 3 AI skyboxes → Unity Blender 3D assets bedroom, lamp, dome ✦ surreal worlds PHASE 4 AR Intro Holonote avatar QR → narrative context PHASE 5 VR Experience Unity + interaction design distractions → sleep disruption feeds into → PHASE 6 Exhibition + Posters VR headsets + AR entry
World Design
Three surreal dreamscapes, generated and crafted.

Each world was ideating utilising notes from 'what would your dream world look like if you could customise it?' exercise with peers. Built from an AI-generated prompt, then refined with custom 3D assets and lighting. The environments were designed to feel enchanting at first, and then increasingly unsettling as the narrative progresses.

Dream World 1
World 1 — The Enchanted Forest
Dream World 2
World 2 — Wonderous Waterfall
Dream World 3
World 3 — Aurora Lightning
Typography
Logo process and ideation
Process and ideation sketch on Procreate
3D typography explorations
3D explorations on Maya and Adobe Dimension
XR Design Process

Mapping the full 360-degree user experience required a non-traditional storyboarding approach — accounting for every direction the viewer could look at any given moment.

XR storyboard — 360 degree mapping
User Testing & Exhibition

The experience was tested with peers across multiple rounds, refining interaction timing, environmental triggers, and the balance between wonder and unease. The final version was exhibited publicly with VR headsets and AR entry points.

User testing — player 1
Playtester navigating the dreamscape — Meta Quest headset
User testing — player 2
Second playtester exploring the VR environment
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© 2025 Namrata Shajwani