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 exhibition

About 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

LensWhat I found
GameplayTurn-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.
StoryHeadspace 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.
InteractionOrdinary 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.
CharactersA small circle of friends, each defined by a few everyday objects, and each changed by the same loss.

Characters

CharacterWho they are
Sunny / OmoriThe reclusive boy, and his calm, expressionless self in the dream world.
MariSunny’s older sister. In Headspace, she waits at every picnic blanket.
AubreyBold and loyal in the dream; in the real world, hurt by the friends who drifted away.
KelThe energetic one, who keeps trying to bring the group back together.
HeroKel’s older brother, the steady and caring cook of the group.
BasilThe 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 gameIn the exhibition
White Space, the blank room where each day beginsThe unfolded white box at the center of the hall
Black Space, what has been pushed downThe black hall itself
Memories hidden behind comfortable roomsClosed white boxes that visitors open
Headspace and Faraway Town, two visual worldsScene skins inside the boxes
Basil’s gardenGarden flats rising from the black floor
Everyday objects that carry meaningProps in each box: the picnic basket, the ball, the spatula, the photo album
The choice to face the truthA 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. 1“Dashed lines mark the parts you can walk through.” → “The game’s garden scenery.”
  2. 2“Boxes of different sizes. Visitors can open them, each tied to a different game scene, story and set of props.”
  3. 3“Boy standee.”
  4. 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.

Original pencil sketch of the exhibition layout
Fig. 01Original pencil sketch. Handwritten notes are translated at left.

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.

AI visual draft showing the central white box, walk-in boxes and small boxes
Fig. 02AI visual draft, round 3. Walk-in Headspace, Black Space and memory room; small boxes to open by hand; garden flats between them.

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.

ScaleHow visitors use itExample
SmallBend down and lift the lid to find a miniature scene.A picnic basket and blanket; a single toy.
MediumStand and look inside; operate what is in it.A kitchen counter with a spatula; a camera and a photo album.
LargeWalk straight in and experience a full-scale scene.The dream world, Black Space, the piano room.

Suggested contents

BoxScene and props
① MariPicnic blanket and basket, the game’s save point
② KelRubber ball and basketball
③ AubreyStuffed toy and pink bow
④ HeroSpatula and kitchen
⑤ BasilCamera and photo album
⑥ By the gardenWatering can and wilted flowers from Basil’s garden
⑦ SealedSpoiler 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.

White Space screenshot from OMORI
Ref. 01White Space: a lightbulb, a laptop, a sketchbook, Mewo and a door, in a blank room.
OMORI key art
Ref. 02Key art: flat, illustrated color and scattered everyday objects.
Piano room from OMORI
Ref. 03The piano room: a real-world memory space and a candidate for a walk-in box.

The findings were translated into three interchangeable “scene skins” that any box can wear.

White Space

Black and white, empty, quiet. Used for the central box and the exterior of every closed box.

Headspace

The colorful dream world: soft pastels, flat illustration, playful props.

Memory spaces

The real world remembered: lived-in rooms, everyday furniture, warmer light.

Modular design

One kit, many boxes

Modular exhibition system board
Fig. 03Modular design board: visual language, kit of parts, three scales and swappable scenery.

The scheme was broken down into reusable modules so that boxes of any size can be built from one shared system.

ModuleRole
Box systemSmall boxes open by hand; medium boxes are viewed and operated; large boxes are entered.
Wall, floor and roof panelsStandard panels that repeat to form spaces of different sizes.
Swappable scene linersThe same shell switches between White Space, Headspace and memory scenes.
Garden flatsFlowers, trees and shrubs as separate pieces, layered for depth.
Figures and propsStandees, 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

01Enter the dark

Visitors step into a black hall. The only light falls on white surfaces.

02The room where it begins

The unfolded box at the center introduces White Space and the boy who wakes there.

03Open, and find color

Closed boxes are white outside. Color appears only inside, once a box is opened.

04Walk in

Large boxes let visitors stand inside a memory at full scale.

05The sealed box

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.

06Back to the garden

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

StepDesignerAI
IdeaOriginal concept: black space, white boxes, the unfolded room, the garden.—
ResearchChose what to keep from the game.Fast research on the game’s scenes, objects, colors and story.
Visual draftsReviewed each draft against the sketch and corrected it.Turned the sketch into polished visual drafts in minutes.
Design systemSet the rules for scale and modularity.Proposed the module breakdown and scene skins.

Iteration log

First AI visual draft with display stands and a memory album
Fig. 04Round 1: the white room is kept, but the boxes become generic display stands with a memory album. This misread the core idea.
Second AI visual draft with boxes of different sizes
Fig. 05Round 2: corrected to boxes of different sizes, shown closed, half open and open, with garden flats in between.
01First draft

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.

02Correction

After a close reading of the handwritten notes, the second draft returned to boxes of different sizes, shown closed, half open and open.

03Scale

The third draft pushed the sizes apart: small boxes to open by hand, medium boxes to look into, and large boxes to walk into.

04Design system

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.