CASE STUDY

Never End

Never End

Never End

Never End

An immersive VR experience exploring consciousness, life, and death through embodied gameplay.

VR / Immersive Experience

Interaction Design

Game Design

Hardware Design

3-person team · Team lead

Prototype complete

Overview

We will all lose someone. And when that moment comes, no one really knows what to do. No one teaches us how to face death — we're told to move on, but never told it's okay to stay with it for a while.

Never End was made to create that space. Not to heal. Not to answer anything. Just to let people feel, question, and imagine what we're usually too afraid to think about — by becoming something that isn't human.

MY ROLE

Design (Concept design, scene design, game UI design)

Design (Concept design, scene design, game UI design)

Build (Gameplay implementation (code), physical controller design)

Build (Gameplay implementation (code), physical controller design)

team

DeepSea Indie Game

Duration

8 Weeks

year

2022

A video demonstration of this process available.

Research & Discovery

We started with the wrong question.

The original question was: how do people cope with death?

But the more we surveyed, the more we ran workshops and listened to what people actually said when they let their guard down — the more we realized we were asking the wrong thing. People don't struggle with death because they lack coping strategies. They struggle because no one has ever given them a different way to think about it.

So we went back further.

If we want to rethink death — we first have to ask: what is death, actually?

Step 1 — What is death?

You cannot define death without first defining life. So we turned to biology — and found that science has a surprisingly specific answer. Life requires six conditions: metabolism, movement, growth and development, breeding, stress response, and communication.

Simple enough. Except — the more we looked, the more things qualified. Zhuangzi, writing in ancient China, had already arrived at this conclusion through philosophy rather than biology: "Heaven and earth came into being with me together, and with me, all things are one." The universe and human beings share the same origin. From this view, asking where life ends and non-life begins is like asking where the ocean ends and the water begins.

Step 2 — Where does life end?

We looked at Animism — one of humanity's oldest and most widespread world views, studied seriously in anthropology. It holds that everything in heaven and earth: animals, plants, weather, even buildings and words, carries a soul capable of thought and experience. Not as metaphor. As literal reality. Then we found Lawrence Krauss.

In Atom: An Odyssey from the Big Bang to Life on Earth, Krauss traces a single oxygen atom from the Big Bang through stellar explosions, ancient oceans, and eventually into a human body. His conclusion:

Then Roger Penrose and Stuart Hameroff proposed Orchestrated Objective Reduction(Quantum Soul) — the theory that human consciousness arises as a physical response to quantum mechanics, and that since the universe is materially immortal, consciousness itself does not "die out." It shifts. It disperses. It re-enters.

We had gone looking for where life ends. We couldn't find the boundary.

Step 3 — Did we draw that line ourselves?

If the boundary between living and non-living is something humans constructed — not something that exists in nature — then our fear of death is built on a premise that may not be true. We are afraid of an ending that, at the atomic level, at the quantum level, at the philosophical level, does not exist.

This left us with one question. Not a research question. A design question — the only one that mattered:

DESIGN QUEATION

If life has no boundary — what exactly are we afraid of? And could we build something that lets people feel that — not just think it?

Concept & World View

From the research, we built a world view with two pillars: all things carry life and consciousness, and life takes on different forms of reincarnation. After the death of the body, consciousness returns to the universe and enters a new vessel — carrying the bonds of previous lives.

This led to a central design decision: instead of asking players to reflect on death abstractly, give them a body — a non-human one — and let them live and die inside it.

Philosophically

Discuss the existence form and essence of life

Think about "souls" and "reincarnation" in philosophy and quantum mechanics

Aim

Emotionally

Experience a different life journey, reflect on the meaning of life

Feel the emotional ties that span the reincarnation

Reduce the fear of death

Theme

All things have life and consciousness

Life takes on different forms of reincarnation

World view

Life exists in all things

What we perceive as death is not necessarily the end of life

Consciousness or proto-consciousness is one of the basic properties of the universe

After the death of the physical body, the consciousness does not disappear, but returns to the universe

After the death of the body, consciousness will return to the universe, and then enter the next object to experience another form of life

Through countless reincarnations,

the bonds between lives still remain

Design Process

Concept Reference
Character Design
Animation
Scenario Design
UI Design
Hardware Prototype
Game Functionality
Troubleshooting

Key Design Decisions

01

01

01

WHY A BLACL HOLE AND A TUMBLEWEED?

WHY A BLACL HOLE AND A TUMBLEWEED?

WHY A BLACL HOLE AND A TUMBLEWEED?

WHY A BLACL HOLE AND A TUMBLEWEED?

Both are things we instinctively don't think of as alive — a cosmic gravitational void and a dead plant rolling across a desert. That was the point. I wanted players to inhabit life forms on the outer edges of what we recognize as "living," to create genuine defamiliarization.

The pairing was also intentional: the black hole is life towards death — growing endlessly until collapse. The tumbleweed is death towards life — already dying, yet completing one final act of creation by sowing its seeds. The two roles mirror each other philosophically, so players who complete both feel the full cycle of the world view.

The tumbleweed specifically was chosen over other plants because its natural movement mechanics — rolling across terrain, navigating obstacles — translate directly into engaging gameplay. A stationary plant couldn't carry a journey.

02

02

02

WHY A CUSTOM TRACKBALL CONTROLLER INSTEAD OF A GAMEPAD?

WHY A CUSTOM TRACKBALL CONTROLLER INSTEAD OF A GAMEPAD?

WHY A CUSTOM TRACKBALL CONTROLLER INSTEAD OF A GAMEPAD?

WHY A CUSTOM TRACKBALL CONTROLLER INSTEAD OF A GAMEPAD?

The core experience is about embodimentplayers aren't controlling a character, they are the character. With a trackball, the player's hands literally roll a sphere to move the black hole or tumbleweed. The controller's form mirrors the life form being inhabited. This is an embodied metaphor: the interface itself encodes the identity of the character. A gamepad is abstract input; the trackball makes your hands part of the world.

03

03

03

THE NPC — A BOND THAT SURVIVES REINCARNATION

THE NPC — A BOND THAT SURVIVES REINCARNATION

THE NPC — A BOND THAT SURVIVES REINCARNATION

THE NPC — A BOND THAT SURVIVES REINCARNATION

The NPC appears without warning on the player's first failure. No explanation is given. They simply arrive and save you.

This design is rooted in a piece of writing that became the emotional core of the project:

"In fact, the separation is not so terrible. 650,000 hours later, when we oxidize into the wind, we can become two adjacent bubbles on the same glass of beer, we can become two nestled dust under the same street lamp. The atoms in the universe will not be annihilated, and we, too, will be together after all."

"In fact, the separation is not so terrible. 650,000 hours later, when we oxidize into the wind, we can become two adjacent bubbles on the same glass of beer, we can become two nestled dust under the same street lamp. The atoms in the universe will not be annihilated, and we, too, will be together after all."

"In fact, the separation is not so terrible. 650,000 hours later, when we oxidize into the wind, we can become two adjacent bubbles on the same glass of beer, we can become two nestled dust under the same street lamp. The atoms in the universe will not be annihilated, and we, too, will be together after all."

"In fact, the separation is not so terrible. 650,000 hours later, when we oxidize into the wind, we can become two adjacent bubbles on the same glass of beer, we can become two nestled dust under the same street lamp. The atoms in the universe will not be annihilated, and we, too, will be together after all."

The NPC embodies this idea. Across reincarnations — as a black hole, as a tumbleweed, as whatever form consciousness takes next — the bonds between lives don't disappear. They just change shape. Someone who mattered to you will find you again, even when neither of you has a name.

Story Structure

The game opens at the Place of Consciousness — a gathering station for dissipated souls. The player chooses a vessel and embarks on one of two intertwined journeys.

Black Hole — Life towards death

Devour celestial bodies to grow. Encounter a larger black hole. The NPC — a bond from a past life — appears on first failure. Grow to infinity, then explode. Scatter consciousness and memory.

Tumbleweed — Death towards life

A dying plant's final mission: reach the destination and sow seeds. Cross desert, grassland, and highway. Dodge cacti, ditches, sparks. Burn up in fire — seeds are sown.

NARRATIVE DESIGN CHOICE

The ending deliberately subverts the player's sense of victory. What they thought they achieved is reversed — prompting reflection rather than celebration. The game stops being a game and starts being a question.

User Gameflow

Onboarding
Play
Win condition
Reflection

Testing & Outcomes

After completing the prototype, I invited participants to playtest and collected qualitative feedback on both the interaction mechanics and the emotional experience.

INTERACTION FEEDBACK

The most immediate feedback was on the trackball sensitivity — the initial calibration felt either too responsive or too sluggish depending on the user's movement style. I iterated on the sensitivity curve to create a more consistent and learnable feel across different users.

EMOTIONAL FEEDBACK

EXPACTED OUTCONE

Players would gain a new perspective on death.

UNEXPACTED OUTCONE

Several players reported that while our theme was death, the experience gave them a new appreciation of their current life — "life is about experience." We designed for the end; they found meaning in the present.

Reflection & Future Direction

Reflaction

For Project Theme

Humans have an innate fear of death because it means eternal goodbye and loss. But this meaning is given by the subjective human consciousness.

Don't be afraid of death, and don't be scared to say goodbye; those you miss may always be by your side.

Don't drown in sorrow; pay attention to your surroundings; maybe you are on your way to meet.

For Project Design

If other players act as NPCs, the interactivity will be more vital, and the player's immersion experience will improve.

Adding surround speakers can stimulate the players' sense of hearing, sight, and touch and enhance the game's playability.

Increase the dialogue scenario with other game objects, enhancing the playability.

For Team Work

We tried interdisciplinary methods, using techniques from different disciplines to build a complete user experience environment.

We realized that the realization of a project does not only rely on a single visual design but also requires the participation of multiple disciplines to present the perfect state. Interdisciplinary design can offer a project from various dimensions.

Human-centered design should consider as many aspects of the user's experience as possible, including but not limited to visuals, not just a single element of the touch.

Furure Plan