Experiential design
Products users
want to explore
A Microverse is a self-contained digital world inside your product. Users don't just click through it: they discover it, remember it, and come back to it.
You're inside one right now
This site is a working Microverse. No slides, no mockups: everything below is live on the page you're browsing.
Every section is a place
The portfolio, the blog and the activity log each live inside a 3D room rendered in real time: a moonlit study, a writer's desk, floating pages. Scroll and they dissolve behind the content.
The gamesSeven gems, one ritual
Hidden across the home: canvas games, a merchant island, a boss battle, collectible gems and runes. Players come back to finish what they started. That is retention by design.
The easter eggsDetails that get shared
A RAD mode that rewinds the site to 1985, a draggable broken Discord icon, characters with their own storylines. People do not screenshot templates; they screenshot surprises.
The six pillars of a Microverse
Every microverse is built on these foundations. Here's how they work in practice.
Narrative
Every element tells a story. Characters, quests, progression: users become part of something bigger than a webpage.
Ghost Slayer brothers with a two-part quest across Mars and Earth. NPCs with dialogue trees. A storyline that unfolds as you explore.
True Interactivity
Actions have consequences. Users don't just click buttons: they shape the world and see immediate feedback.
Weapons with different damage and cooldowns. Boss battles with multiple phases. Choices that unlock new areas and rewards.
Emotional Identity
Visual language that creates atmosphere. Every detail, from colors to sounds and animations, evokes a specific feeling.
RAD Mode transforms everything into 80s neon. Each area has its own music. Monkey Island pirate caves, DOOM hell portals, Miami Vice vibes.
Persistence
A world that remembers. Progress, inventory, achievements: users feel their presence matters.
5 save slots like Resident Evil. Inventory system. Quest log. Gems and relics that persist. Health and ammo that carry over.
Discovery
Surprises reward the curious. Easter eggs, hidden paths, secrets: exploration becomes the gameplay itself.
Drag Discord icon to repair it. Push the logo to reveal a secret portal. Hidden painting in Scribe's Desk. Ancient Orb needed to beat Virgil's RPS.
Fourth Wall
The experience bleeds into reality. QR codes, social media, real pages: Kojima-style integration where digital meets physical.
MJ asks for a RAD Energy drink. Check my Instagram for a clue. Scan a QR to unlock content. The game escapes the browser.
What I create
Beyond websites. Worlds that serve your brand and connect with your audience.
Narrative micro-interactions
Small interactions that tell stories. Every click, hover, and transition has meaning and purpose.
Immersive brand experiences
Worlds, missions, hidden layers. Your brand identity transformed into spaces users want to explore.
Evolving interfaces
UIs that change, remember, and surprise. State persists. Return visits are rewarded with new discoveries.
Storytelling + UX + light gamification
Narrative woven into user flows. Game mechanics without being a game. Engagement through meaning.
Persistent web universes
Complete worlds for brands and projects. Save states, progression, characters. A universe that grows over time.
Narrative product placement
Users interact with your products organically within the story. Not ads, part of the quest. Brand engagement through gameplay.
Real-world integration
Fourth wall breaks. Scan a QR code. Check my Instagram. Visit a real page. The experience bleeds into reality, Kojima-style.
What I've built
Real systems running on my portfolio right now. Not mockups: playable experiences.
Quest System
Multi-step quests with NPCs, dialogue trees, rewards, and a quest log that tracks progress.
Inventory & Stash
Drag-and-drop inventory. Items with descriptions. Stash for storage. Gems, relics, and quest items.
NPC Dialogues
Standardized dialogue system. Character avatars. Multiple choice options. Themed conversations per character.
Save System
5 save slots. Scribe's Desk UI. Saves inventory, quests, health, ammo, unlocks. Load and continue anytime.
Combat & Weapons
Weapon switching (fist, laser, shotgun). Damage, cooldowns, ammo. Crosshair changes per weapon. Boss battles.
Canvas Minigames
Plane chase, highway motorcycle, boss fights, alien hive shooter. Full games inside a portfolio.
Economy & Shop
Merchant Island. Buy ammo, health, items. Sell resources. Currency system. Unlock weapons permanently.
RAD Mode
Full 80s theme toggle. Neon colors, synth vibes. Different NPCs appear. DeLorean garage with Marty.
Resurrection System
Malcolm can revive you once. Second chances with narrative meaning. Death isn't the end.
Why it works
The business case for building experiences instead of interfaces.
Users come back to see what they missed. There's always more to discover.
Minutes instead of seconds. Exploration takes time, and brings engagement with it.
Nobody forgets an experience. Templates are forgotten instantly.
"You have to see this" beats "here's another website" every time.
What a Microverse includes
Depending on your goals, we pick the right elements for your world.
How we build it
A collaborative process that turns your brand into a world.
Discovery
Understanding your brand, audience, and what makes you different. Finding the story.
Design
Mapping the world. What can users find? What systems do we need? What's the emotional core?
Build
Iterative development. Each system is built, tested, and refined. You see progress constantly.
Launch
Deploy, monitor, and expand. A microverse can grow over time with new content.
Ready to build something people remember?
Let's create a world users want to explore, not just a website they'll forget.
Start the conversation