Internship in the Afterlife — Heaven poster
XR & Immersive · 2024
Internship in the
Afterlife
Visual Design Narrative Design VR Experience Unity 3D XR Game Design
Role
XR Designer &
Narrative Lead
Built with
Unity 3D · Blender
Adobe Suite · Gemini AI
Play
The Project
You're dead. And your fate depends on a language you've never seen before.

Internship in the Afterlife is a VR language game about empathy. You arrive at the entry booth of the afterlife — and here, your linguistic ability determines whether you ascend or descend.

Players are briefly shown a foreign word in English, Hindi, or Mandarin, then must reconstruct it from memory using floating syllables. Get it right and you move forward. Get it wrong — you're fired, straight to hell.

The game was born from a real observation: the disorientation and high-stakes pressure that immigrants, international students, and travellers feel when navigating an unfamiliar language. By placing players inside that feeling, the experience builds genuine empathy rather than just awareness.

Demo Reel
Visual Design

The promotional posters and in-game screens were created using AI-generated imagery via Gemini with custom-designed typographic overlays — a deliberate blend of generated environment and crafted identity.

Heaven poster
Final promotional poster — heaven entry sequence
AI-generated environment (Gemini) · Typography by Namrata Shajwani
You are fired — hell screen
In-game failure state — "You are fired!"
AI-generated environment (Gemini) · Typography by Namrata Shajwani
Iterations
Iteration 1
Muted grey — exploring neutral atmospheres
Iteration 2
Exploring depth using different tones
Iteration 3
Warm colour iteration by intoducing red + blue split to echo the idea of heaven and hell. Final typographic direction included more vivid visuals
Stills from Gameplay
The booth
The game begins when one wears the grabbable identity card, giving the player agency and interactivity from the first moment.
Feedback and rewards
At 'the booth', souls from different backgrounds arrive. The player has a few seconds to visually register the name before it disappears. They need to reform that name from memory.
Identity card mechanic
Success proceeds to new names with audio, visual, and haptic feedback. Failure triggers a restart.
Playtesting

The game was playtested through multiple rounds of user testing, with feedback about complexity, timing, and haptic feedback. The final version was exhibited publicly, where players across different linguistic and cultural backgrounds engaged with the experience.

User testing at showcase
Players at the public showcase — Meta Quest headsets
User testing — second player
Live gameplay interaction during the public demo
Designed and developed in collaboration with Komi (Jingren Ma) and Tomme Denney
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with a good conversation.
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© 2025 Namrata Shajwani