praney.
product designer
← Back to Work·College Project

Aftermath of a War
VR Experience

A VR experience that asks: what does war actually leave behind?

Role

Interaction Designer

Collaborator

Rashi Baghre

Timeline

Jan 2025 to Mar 2025

Status

Published

Cross-functional Team

2 designers

Tools

FigmaBeziBlender 3D

This is a college project created as part of the B.Des Interaction Design programme at JKLU Jaipur. All assets, renders, and experience design are original student work.

A recorded run-through of the VR environment.

Captured from the Bezi prototype. The live experience runs in VR headset.

Warisdiscussedinheadlines.Rarelyinruins.

Aftermath of a War is a VR experience designed to shift the lens. Not on the conflict itself, but on what it leaves behind. Broken cities. Grieving families. Silence where streets once were. The project places users inside a post-war world and asks them to feel it rather than read about it.

Theworldhas56activeconflicts.Mostpeoplehaveneverfeltone.

War is one of the most covered topics in media. Yet the coverage rarely reaches the human scale. Casualty numbers. Political outcomes. Geopolitical shifts. The actual human cost, the destroyed homes, the displaced families, the grief that outlasts the fighting, rarely makes it to the front page.

We wanted to design for empathy. Not for information.

0+
Battle deaths in 2023 alone
0 Million+
People displaced by conflict and persecution
0
Active conflicts worldwide, the most since World War II

Each dot is one million displaced people

Sources: Uppsala Conflict Data Program, UNHCR Global Trends Report 2023

Step inside. Not as an observer. As a witness.

The core design question was: how do you make someone feel something they have never experienced? We chose VR because it removes the distance that screens create. You are not watching a documentary. You are standing in the rubble.

The experience is non-linear. Users move through a post-war environment at their own pace. There are no objectives. No narration. Just environment, ambient sound, and the weight of what happened there.

Environment First

The world does the storytelling. No text overlays. No explanatory captions. The environment communicates through detail.

No Win State

This is not a game. There is no completion. Users leave when they choose to.

Ambient Audio

Sound design carries emotional weight. Distant wind. Structural creaks. Silence that feels wrong.

Blender-Built Worlds

All environments are original 3D assets built in Blender. Not stock. Not photogrammetry.

Ambient sound

Silence

The loudest part of the experience is the moment the sound stops. Silence is the emotional payload, not the absence of one.

Three spaces. Three kinds of loss.

The VR environment is structured around three distinct zones, each representing a different dimension of post-war reality. Users can move between them freely.

StreetHomeMemorial

Select a zone. Movement between all three is free.

Where the city used to be

The Street

Collapsed buildings. Abandoned vehicles. Propaganda posters still on walls. The street communicates a city mid-life that was stopped abruptly.

Three choices that defined the experience.

01

Why no narration or text overlays?

Every time we added explanatory text, the experience weakened. Labels broke immersion. Narration directed emotion. We stripped everything back to environment and sound. If a space needs a caption to explain what happened there, the space is not doing its job.

02

Why Bezi over Unity or Unreal?

Bezi allowed us to prototype the spatial experience without a full game engine pipeline. For a college project with a 6-week window, it gave us the fastest path from Blender asset to navigable VR prototype. The tradeoff was fidelity on lighting, but the spatial logic was fully testable.

03

Why original Blender assets rather than scanned environments?

Photogrammetry of real war zones was not an option ethically or practically. Building original assets in Blender gave us control over what each space communicated. We could make deliberate choices about what survived and what did not. Real environments do not offer that kind of intentionality.

What this project taught us about designing for empathy.

Aftermath was the project where we learned that restraint is a design decision. Every element we removed made the experience stronger. The absence of a score, a timer, a tutorial, an objective - these absences are the design.

The hardest part was resisting the urge to explain. We wanted to caption every zone, add context panels, give users something to read. Every time we did, testers disengaged. When we removed all of that, they stayed longer and came out quieter.

Design for feeling is not the same as design for understanding. Sometimes the most important thing a designer can do is get out of the way.

What we removed

A score
A timer
A tutorial
An objective
Narration
Captions

What remains is the design: environment, sound, and you.