Themed entertainment · Event design · AI rapid prototyping · 2026
White Box
白盒子
An offline event concept for the game OMORI: a pure black hall filled with white boxes, each one a memory a visitor can open. Built as a rapid prototyping experiment that pairs a designer’s original idea with AI-assisted research and visualization.
- Role
- Concept, spatial and narrative design; AI direction
- Format
- Offline themed exhibition
- Method
- Hand sketch → AI visual drafts → visual research → modular and narrative design
- Timebox
- 30 minutes
- Source
- OMORI (OMOCAT, 2020). Unofficial fan concept
The experiment
What can we make in 30 minutes?
This project tests a working method for themed entertainment design: the idea and the key decisions come from the designer, while AI handles fast research and turns rough sketches into presentable visual drafts.
The brief was a single question. Given one hand sketch and thirty minutes, how far can an original event concept for an existing game travel, from first idea to a modular, buildable design language?
- 30
- minutes, from sketch to design system
- 1
- hand sketch as the source of truth
- 3
- rounds of AI visual drafts
- 5
- module families
穿过一个又一个纯白色的空间,你就能找到我。
“Pass through one white space after another, and you will find me.”
Core feeling of the exhibitionAbout the game
What is OMORI?
OMORI is a psychological horror role-playing game by the independent studio OMOCAT. Funded on Kickstarter in 2014, it was released for PC in December 2020 and later on consoles. It has sold more than a million copies, holds a Metacritic score of 87, and is often compared to EarthBound and Yume Nikki.
The player follows Sunny, a reclusive teenager in his last days before moving away, and Omori, his alter ego in a dream world. The game moves between Headspace, a colorful dream of childhood friends and adventure, and Faraway Town, the real world, where the same friends have grown apart after a loss no one talks about.
- 2020
- PC release; consoles in 2022
- 2
- worlds: Headspace and Faraway Town
- 4
- emotions that shape every battle
- 1M+
- copies sold
Before AI
Understanding the game first
Before any AI tool was opened, the work started with the game itself: playing it, mapping how it is built, and deciding what it is really about. This research became the standard every AI draft was later judged against.
Four lenses
| Lens | What I found |
|---|---|
| Gameplay | Turn-based battles in which emotions (happy, sad, angry, afraid) change each character’s strengths and weaknesses. Exploration, puzzles and collecting fill the spaces in between. |
| Story | Headspace is a world built to avoid a memory. As the days before the move pass, the truth leaks through, and the player’s choices decide whether Sunny faces it. |
| Interaction | Ordinary objects carry the weight. A picnic blanket is the save point; a rubber ball and a spatula are weapons; the same white room returns again and again as the place where each day begins. |
| Characters | A small circle of friends, each defined by a few everyday objects, and each changed by the same loss. |
Characters
| Character | Who they are |
|---|---|
| Sunny / Omori | The reclusive boy, and his calm, expressionless self in the dream world. |
| Mari | Sunny’s older sister. In Headspace, she waits at every picnic blanket. |
| Aubrey | Bold and loyal in the dream; in the real world, hurt by the friends who drifted away. |
| Kel | The energetic one, who keeps trying to bring the group back together. |
| Hero | Kel’s older brother, the steady and caring cook of the group. |
| Basil | The gentle photographer who tends the garden and keeps the photo album. |
The core feeling
After playing, the feeling that stayed was not fear but tenderness held inside avoidance. White Space is calm, blank and safe precisely because something is hidden outside it, and every bright room in Headspace is another way of not remembering. The game asks the player to keep walking through these comfortable spaces until, at the end of them, they find the person who was hiding there all along.
“Pass through one white space after another, and you will find me.”
From game to event
Each part of that feeling was translated into a physical element a visitor could walk through, touch or open.
| In the game | In the exhibition |
|---|---|
| White Space, the blank room where each day begins | The unfolded white box at the center of the hall |
| Black Space, what has been pushed down | The black hall itself |
| Memories hidden behind comfortable rooms | Closed white boxes that visitors open |
| Headspace and Faraway Town, two visual worlds | Scene skins inside the boxes |
| Basil’s garden | Garden flats rising from the black floor |
| Everyday objects that carry meaning | Props in each box: the picnic basket, the ball, the spatula, the photo album |
| The choice to face the truth | A sealed box, opened last and always optional |
The idea
The result was a single image, sketched by hand before any AI was involved: a black space filled with white boxes, one of them already unfolded.
Concept
A black space full of white boxes
OMORI moves between two kinds of space. White Space is the blank room where the player wakes, a place of refuge. Black Space holds what has been pushed down and forgotten.
The exhibition turns this into a stage. The hall is entirely black and filled with white boxes of different sizes. Each closed box is a sealed memory. Only one box has already unfolded: the white room where the game begins, with some of its walls lying flat and others half raised. Parts of the black floor lift up to become the garden scenery from the game.
Opening a box is the central gesture of the visit. It mirrors the game’s core act of remembering, and it gives visitors a reason to keep moving from one white space to the next.
Sketch
The idea starts on paper
Notes on the sketch
- 1“Dashed lines mark the parts you can walk through.” → “The game’s garden scenery.”
- 2“Boxes of different sizes. Visitors can open them, each tied to a different game scene, story and set of props.”
- 3“Boy standee.”
- 4“Hanging lamp.”
The concept began as a single pencil sketch. It fixes the three elements every later version had to keep: the unfolded box at the center, the boxes of different sizes around it, and the garden flats in between.

Spatial design
The unfolded room and the boxes around it
The third round of AI drafts shows the full layout: the unfolded white room at the center, boxes at three scales around it, and garden flats in between.

The central box
The unfolded box recreates White Space, where the game begins. A lightbulb hangs on a long cord under the raised lid; in the game it is filled with darkness rather than light. A laptop, a sketchbook and Mewo the cat sit on the unfolded panels, and a standee of the boy marks where the player wakes. The white door to Headspace stands at the edge.
Three scales of box
The surrounding boxes are deliberately unequal in size, so each one asks for a different body posture and a different kind of discovery.
| Scale | How visitors use it | Example |
|---|---|---|
| Small | Bend down and lift the lid to find a miniature scene. | A picnic basket and blanket; a single toy. |
| Medium | Stand and look inside; operate what is in it. | A kitchen counter with a spatula; a camera and a photo album. |
| Large | Walk straight in and experience a full-scale scene. | The dream world, Black Space, the piano room. |
Suggested contents
| Box | Scene and props |
|---|---|
| ① Mari | Picnic blanket and basket, the game’s save point |
| ② Kel | Rubber ball and basketball |
| ③ Aubrey | Stuffed toy and pink bow |
| ④ Hero | Spatula and kitchen |
| ⑤ Basil | Camera and photo album |
| ⑥ By the garden | Watering can and wilted flowers from Basil’s garden |
| ⑦ Sealed | Spoiler content; opens last, with a content notice |
Garden flats
Dashed outlines in the sketch mark garden scenery that visitors can pass through rather than walls. Flowers, trees and shrubs are built as separate flats and layered front to back to create depth between the boxes.
Visual research
Three visual worlds
Research focused on how the game separates its worlds visually, so the boxes would not all collapse into one color scheme.



The findings were translated into three interchangeable “scene skins” that any box can wear.
Black and white, empty, quiet. Used for the central box and the exterior of every closed box.
The colorful dream world: soft pastels, flat illustration, playful props.
The real world remembered: lived-in rooms, everyday furniture, warmer light.
Modular design
One kit, many boxes

The scheme was broken down into reusable modules so that boxes of any size can be built from one shared system.
| Module | Role |
|---|---|
| Box system | Small boxes open by hand; medium boxes are viewed and operated; large boxes are entered. |
| Wall, floor and roof panels | Standard panels that repeat to form spaces of different sizes. |
| Swappable scene liners | The same shell switches between White Space, Headspace and memory scenes. |
| Garden flats | Flowers, trees and shrubs as separate pieces, layered for depth. |
| Figures and props | Standees, Mewo, the lightbulb and other props made as separate pieces and combined per scene. |
Large rooms grow by adding standard wall panels. Small boxes keep their own shell size, but share patterns and props with the rest of the kit. The open side of a large box and the hand-lifted lid of a small box are designed separately, each for its own scale.
Narrative design
A visit told in boxes
Visitors step into a black hall. The only light falls on white surfaces.
The unfolded box at the center introduces White Space and the boy who wakes there.
Closed boxes are white outside. Color appears only inside, once a box is opened.
Large boxes let visitors stand inside a memory at full scale.
The last box holds the story’s most difficult truth. It opens at the end of the route, with a clear content notice and a way to skip it.
The route ends among the garden flats, a quiet place to rest before leaving.
OMORI deals with grief, guilt, depression and suicide. The design includes content notices, spoiler-free paths and a quiet room as part of the visitor experience, not as an afterthought.
Human × AI
Who did what
| Step | Designer | AI |
|---|---|---|
| Idea | Original concept: black space, white boxes, the unfolded room, the garden. | — |
| Research | Chose what to keep from the game. | Fast research on the game’s scenes, objects, colors and story. |
| Visual drafts | Reviewed each draft against the sketch and corrected it. | Turned the sketch into polished visual drafts in minutes. |
| Design system | Set the rules for scale and modularity. | Proposed the module breakdown and scene skins. |
Iteration log


The AI kept the central white room but turned the boxes into generic display stands with a memory album. It had misread the most important idea.
After a close reading of the handwritten notes, the second draft returned to boxes of different sizes, shown closed, half open and open.
The third draft pushed the sizes apart: small boxes to open by hand, medium boxes to look into, and large boxes to walk into.
The final step produced the visual research and the modular design board.
The experiment showed where AI is strongest: research and rapid visual iteration. It also showed where it is weakest: reading the intent of a rough sketch. The idea, and every correction, came from the designer.
Next
Next steps
Next steps are to define panel dimensions and connection details, test materials for the white shells and the black floor, plan visitor flow and capacity, and design an online companion in which boxes opened on site unlock their counterparts on the web.
Credits
Credits
Concept, spatial and narrative design: Jingwen Li. AI tools were used for research and visual drafts.
OMORI and all related characters and artwork © OMOCAT. Game images are shown for research reference only. This is an unofficial fan concept and is not affiliated with OMOCAT.
主题娱乐 · 活动设计 · AI 快速原型 · 2026
白盒子
White Box
为游戏《OMORI》创作的线下活动设计:一个纯黑色的展厅,摆满白色盒子,每一个都是观众可以打开的一段记忆。这也是一次快速原型实验,把设计师的原创想法,与 AI 辅助的调研和可视化结合起来。
- 角色
- 概念、空间与叙事设计;AI 指导
- 形式
- 线下主题展
- 方法
- 手稿 → AI 视觉草稿 → 视觉调研 → 模块化与叙事设计
- 时长
- 30 分钟
- 来源
- 《OMORI》(OMOCAT,2020)。非官方同人概念
实验设定
用 30 分钟,我们能创作什么主题活动?
这个项目测试一种主题娱乐设计的工作方法:想法和关键决策来自设计师,AI 负责快速调研,并把粗略的手稿转化为可以展示的视觉草稿。
出发点只有一个问题:给定一张手稿和三十分钟,为一款已有的游戏原创一个活动概念,能从最初的想法走多远,直到形成一套可以搭建的模块化设计语言?
- 30
- 分钟,从手稿到设计系统
- 1
- 张手稿,作为唯一依据
- 3
- 轮 AI 视觉草稿
- 5
- 类模块
穿过一个又一个纯白色的空间,你就能找到我。
“Pass through one white space after another, and you will find me.”
展览的核心感受关于游戏
《OMORI》是什么?
《OMORI》是独立工作室 OMOCAT 制作的心理恐怖角色扮演游戏。项目于 2014 年在 Kickstarter 众筹成功,2020 年 12 月登陆 PC,之后推出主机版本。游戏销量超过一百万份,Metacritic 评分 87,常被拿来与《地球冒险》(EarthBound)和《梦日记》(Yume Nikki)相比较。
玩家跟随两个身份:即将搬家、在最后几天里闭门不出的少年 Sunny,以及他在梦境世界中的另一个自我 Omori。游戏在两个世界之间往返:Headspace 是一个由童年好友与冒险构成的彩色梦境;Faraway Town 是现实世界,同样的一群朋友,在一场没有人愿意提起的失去之后渐行渐远。
- 2020
- PC 发售;2022 年登陆主机
- 2
- 个世界:Headspace 与 Faraway Town
- 4
- 种情绪,影响每一场战斗
- 100万+
- 销量
AI 之前
先读懂这款游戏
在打开任何 AI 工具之前,工作从游戏本身开始:亲自游玩,梳理它的结构,并判断它真正想讲的是什么。这部分调研,后来成为评判每一版 AI 草稿的标准。
四个角度
| 角度 | 我的发现 |
|---|---|
| 玩法 | 回合制战斗中,情绪(快乐、悲伤、愤怒、恐惧)会改变每个角色的强弱关系。探索、解谜和收集填满了战斗之间的空间。 |
| 剧情 | Headspace 是一个为了回避某段记忆而建造的世界。随着搬家前的日子一天天过去,真相逐渐渗出,玩家的选择决定 Sunny 是否去面对它。 |
| 交互 | 分量落在日常物件上:野餐垫是存档点,皮球和锅铲是武器,同一个白色房间一次又一次地出现,作为每一天开始的地方。 |
| 人物 | 一小群朋友,每个人都由几件日常物件来定义,每个人都被同一场失去改变。 |
人物
| 角色 | 他们是谁 |
|---|---|
| Sunny / Omori | 闭门不出的少年,以及他在梦境中平静、面无表情的自我。 |
| Mari | Sunny 的姐姐。在 Headspace 里,她在每一块野餐垫旁等待。 |
| Aubrey | 梦境里勇敢而忠诚;在现实中,被渐行渐远的朋友们伤透了心。 |
| Kel | 最有活力的那个,一直努力把大家重新聚在一起。 |
| Hero | Kel 的哥哥,团体里沉稳、体贴、会做饭的人。 |
| Basil | 温柔的摄影者,照料着花园,保管着那本相册。 |
核心感受
玩过之后,留下来的感受不是恐惧,而是藏在逃避之中的温柔。白色空间之所以平静、空白、安全,恰恰是因为有什么东西被藏在了它的外面;Headspace 里每一个明亮的房间,都是另一种不去回忆的方式。游戏让玩家不断穿过这些舒适的空间,直到在尽头,找到那个一直躲在那里的人。
“穿过一个又一个纯白色的空间,你就能找到我。”
从游戏到线下活动
这种感受的每一部分,都被转译为观众可以走过、触摸或打开的实体元素。
| 游戏中 | 展览中 |
|---|---|
| 白色空间,每一天开始的空白房间 | 展厅中央展开的白色盒子 |
| 黑色空间,被压抑下去的东西 | 整个黑色的展厅 |
| 藏在舒适房间背后的记忆 | 观众可以打开的白色盒子 |
| Headspace 与 Faraway Town,两个视觉世界 | 盒子内部的场景皮肤 |
| Basil 的花园 | 从黑色地面立起的花园景片 |
| 承载意义的日常物件 | 每个盒子里的道具:野餐篮、皮球、锅铲、相册 |
| 选择面对真相 | 封存的盒子,最后开放,并且永远可以选择跳过 |
最终的想法
最后得到的是一个画面,在任何 AI 介入之前就已手绘在纸上:一个摆满白盒子的黑色空间,其中一个盒子已经展开。
概念
摆满白盒子的黑色空间
《OMORI》在两种空间之间往返。白色空间(White Space)是玩家醒来的空房间,是一处避难所;黑色空间(Black Space)则藏着被压抑、被遗忘的东西。
展览把这种结构变成一个舞台。整个展厅是纯黑色的,摆满了大小不一的白盒子。每一个合着的盒子,都是一段被封存的记忆。只有一个盒子已经展开:游戏开始的那个白色房间,有些面平放,有些面半立着。黑色地板的一部分立起来,成为游戏中花园的景色。
“打开盒子”是整个参观的核心动作。它对应游戏里“回忆”这一核心行为,也让观众有理由从一个白色空间,走向下一个白色空间。
手稿
想法从纸上开始
手稿批注
- 1“虚线是指这里可以穿过的部分。”→“游戏中花园的景色。”
- 2“大小不一的盒子。玩家可以打开,对应不同游戏场景剧情和不同的道具。”
- 3“小男孩立牌。”
- 4“吊灯。”
这个概念始于一张铅笔手稿。它确定了之后每一版都必须保留的三个元素:中央展开的盒子、周围大小不一的盒子,以及盒子之间的花园景片。

空间设计
展开的房间,和周围的盒子
第三轮 AI 草稿展示了完整的布局:中央展开的白色房间,周围三种尺度的盒子,以及盒子之间的花园景片。

中央的盒子
展开的盒子还原了游戏开始的白色空间。掀起的顶盖下,一盏灯泡挂在长长的电线上;在游戏里,它装满的不是光,而是黑暗。笔记本电脑、速写本和猫咪 Mewo 摆在展开的面板上,小男孩立牌标出玩家醒来的位置。通往梦境(Headspace)的白门立在一侧。
三种尺度的盒子
周围的盒子刻意大小不一,每一种都要求不同的身体姿态,带来不同的发现方式。
| 尺度 | 观众如何使用 | 示例 |
|---|---|---|
| 小盒子 | 弯腰掀开盖子,发现一个微缩场景。 | 野餐篮和野餐垫;一件玩具。 |
| 中盒子 | 站着探看内部,操作里面的内容。 | 带锅铲的厨房台面;相机和相册。 |
| 大盒子 | 直接走进去,体验真实尺度的场景。 | 梦境世界、黑色空间、钢琴房。 |
盒子内容建议
| 盒子 | 场景与道具 |
|---|---|
| ① Mari | 野餐垫和野餐篮,游戏中的存档点 |
| ② Kel | 皮球和篮球 |
| ③ Aubrey | 毛绒玩具和粉色蝴蝶结 |
| ④ Hero | 锅铲与厨房 |
| ⑤ Basil | 相机和相册 |
| ⑥ 花园旁 | Basil 花园里的洒水壶和枯萎的花 |
| ⑦ 封存 | 剧透内容,最后开放,并附内容提示 |
花园景片
手稿中的虚线,标出观众可以穿过的花园景色,而不是墙。花、树和灌木分别做成独立的景片,前后叠放,在盒子之间形成景深。
视觉调研
三个视觉世界
模块化设计
一套组件,搭出所有盒子
叙事设计
用盒子讲述一次参观
观众进入一个纯黑的展厅。唯一的光,落在白色的表面上。
中央展开的盒子,介绍白色空间,以及在那里醒来的男孩。
合着的盒子外面是白色的。只有打开之后,里面才出现颜色。
大盒子让观众以真实的尺度,站在一段记忆里。
最后一个盒子装着故事里最沉重的真相。它在路线的终点开放,附有清晰的内容提示,也可以选择跳过。
路线结束在花园景片之间,一个可以安静休息、再离开的地方。
《OMORI》涉及哀伤、愧疚、抑郁与自杀等主题。设计把内容提示、无剧透路线和安静休息室作为观众体验的一部分,而不是事后补充。
人 × AI
谁做了什么
| 环节 | 设计师 | AI |
|---|---|---|
| 想法 | 原创概念:黑色空间、白盒子、展开的房间、花园。 | — |
| 调研 | 决定保留游戏中的哪些内容。 | 快速调研游戏的场景、物件、色彩与剧情。 |
| 视觉草稿 | 对照手稿审阅每一版草稿,并纠正。 | 几分钟内把手稿转化为精致的视觉草稿。 |
| 设计系统 | 制定尺度与模块化的规则。 | 提出模块拆分与场景皮肤。 |
迭代记录


AI 保留了中央的白色房间,却把盒子变成了通用的展台和记忆相册,误读了最关键的想法。
仔细读过手稿上的字之后,第二版回到大小不一的盒子,并展示关闭、半开和打开三种状态。
第三版拉开了盒子的尺度:用手打开的小盒子、可以探看的中盒子、可以走进去的大盒子。
最后一步完成了视觉调研和模块化设计研究板。
这次实验显示了 AI 最擅长的地方:调研和快速的视觉迭代;也显示了它最薄弱的地方:读懂一张粗略手稿背后的意图。想法本身,以及每一次纠正,都来自设计师。
下一步
下一步
下一步将确定板材尺寸与连接方式,测试白色箱体和黑色地面的材料,规划观众动线与容量,并设计一个线上展厅:在现场打开的盒子,会在网页上解锁对应的内容。
鸣谢
鸣谢
概念、空间与叙事设计:李静雯。调研与视觉草稿使用了 AI 工具辅助。
《OMORI》及所有相关角色与美术 © OMOCAT。游戏图片仅作调研参考。本项目为非官方同人概念,与 OMOCAT 无关联。