Theatrical darkness, Halloween references and immersive presentation make the experience feel like a distinctive world rather than a conventional retail release.
A physical experience.
A wider digital question.
Under the Castle is an existing physical Halloween entertainment experience associated with TEAM WANG design. Its atmosphere, setting and limited availability make it distinctive. The representative prototype tests one complete attraction inside a progressively changing Living Park.
I independently defined the product opportunity, experience loop, wireframes, visual system and representative prototype. AI tools supported environmental exploration; I directed, selected and refined the outputs before integrating them into the product experience.

UTC Digital gives international fans who cannot attend the physical UTC experience a way to enter, participate in and feel connected to its universe through an interactive digital journey—not merely observe it through content or encounter it as an ordinary online store.
An existing Jackson Wang or TEAM WANG fan who already knows and cares about Under the Castle, cannot attend or is not attending the physical experience, and is visiting UTC Digital for the first time.
The representative journey demonstrates activation and participation—not new-audience acquisition.
Understanding the world
before extending it.
Independent analysis of the existing brand context—not an official TEAM WANG strategy document.
Time-limited physical access creates anticipation and exclusivity. A digital extension should widen participation without casually removing that value.
If the digital layer begins with products rather than participation, it risks reducing the world to a conventional online store.
Two public Instagram comments expressed the same practical barrier: fans wanted to participate but were unable to attend because of location or access.
These comments informed an early opportunity hypothesis. They are qualitative examples—not evidence of validated demand or a representation of the wider audience.
Source: Official Under the Castle Instagram account, accessed August 2026.
- TEAM WANG design — Under the Castle Concept Space, 2023. Used as historical context for the event’s setting, atmosphere and original concept.
- Official Under the Castle Instagram account, accessed August 2026. Used for recent event context and the anonymized public reactions.
Extend access to participation—not unrestricted access to everything—while preserving atmosphere, discovery and earned progression.
Expand participation.
Preserve distinction.
Could Under the Castle preserve its limited-time character while giving international fans a meaningful way to participate beyond the physical event?
UTC Digital could operate as a parallel, time-limited experience widening participation through play.
Access beyond location
During the same limited event window, a browser-based experience may allow international fans who cannot attend physically to participate in the UTC universe.
Participation before promotion
A playable experience may create a stronger sense of involvement than passive campaign content or a conventional online store.
Value beyond transaction
Progression and completion should provide value independently, while admission and optional collectibles remain supporting commercial layers.
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Access model
A meaningful free introduction could help visitors understand the proposition before deciding whether to enter the complete experience through one standard digital admission.
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Secondary commercial layer
Limited-edition collectibles could provide optional progression-linked value without becoming the main purpose of participation.
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Reusable platform
UTC Digital could return as a distinct annual chapter, allowing the platform to evolve while retaining the event’s limited-time character.

Commercial viability remains untested. Pricing, demand, production quantities, eligibility rules and financial forecasts would require validation with business, finance, production, technical and legal specialists.
One visit.
One complete loop.
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01 — Enter
Brief gateway
Give the visitor enough context to understand the opportunity, then make entering the experience the dominant action.
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02 — Play
Guided participation
Teach the first objective through interaction and give the visitor meaningful control quickly.
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03 — Progress
Visible consequence
Confirm that the action mattered through candies, completion feedback and a visible change in the world.
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04 — Unlock
Earned access
Reveal the unlock automatically, connect it to achievement, then let the visitor enter deliberately.
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05 — Own
Optional ownership
Acknowledge achievement before presenting a genuine choice between viewing collectibles and continuing to play.
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06 — Return
A changed world
Return the visitor to the Living Park, reveal what has opened next and leave one visible future opportunity.
Participation begins through the experience itself.
Mystery may surround what comes next, but not whether an action mattered.
Achievement comes before transaction; optional ownership must never become the purpose of play.
Return through a changed world and visible next opportunity—not commerce alone.
Only the available destination is fully revealed. Localized darkness and fog conceal future attractions while silhouette, framing, contrast and light keep the active route readable.
The completed attraction changes state, fog recedes locally and the next route comes alive. The environment—not a conventional level menu—becomes the primary carrier of progress.
The Living Park Leaflet is not a conventional level-selection screen. It is a progressively changing world that makes player progress visible.
One simple challenge.
A visible effect on the world.
To test the experience loop, I designed one representative attraction: a short, snake-inspired arcade challenge in which the visitor guides Pumpkin through a Halloween environment, collects candies and avoids obstacles. The familiar mechanic tests how play produces achievement and visible Living Park progression—not every future attraction.
Pumpkin is an independently created placeholder used to demonstrate the interaction. It is not an official Under the Castle character or a proposed final character design.
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01 — Navigate
Guide Pumpkin
Move through the attraction while avoiding obstacles.
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02 — Collect
Gather candies
Collect items that record participation and can distinguish performance.
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03 — Complete
Reach the core objective
Finish the accessible objective to move the journey forward.
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World response 04 — Progress
See the park respond
Return to a changed Living Park where the completed attraction and next route become visible.
Completion moves the visitor forward; performance changes the outcome.
The prototype does not define final scoring, difficulty, lives, failure and recovery, candy values or reward thresholds. This section tests only the relationship between interaction, completion and visible progress.
Atmosphere with intent,
not decoration.
Mischievous playfulness leads. Spooky mystery provides atmosphere. Premium is expressed through execution and curation—not through mandatory luxury motifs.
I organized Pinterest references in FigJam by the decision each reference could inform—not by surface similarity.
Keep
- Expressive visible linework
- Crooked, organic and recognizable forms
- Layered but readable environments
- Controlled darkness and theatrical light
- Environmental storytelling and selective luminous accents
- Purposeful retro-digital interaction moments
Avoid
- Generic glossy or mobile-game rendering
- Full-world pixel art or persistent CRT/VHS styling
- Photorealistic, threatening or excessively dark horror
- Childish Halloween novelty decoration
- Ordinary attractions with Halloween symbols added
- Literal reproduction of UTC characters, artwork or architecture
I translated broad visual principles from existing UTC material without reproducing its specific characters, architecture, compositions, logos or proprietary artwork. The representative characters shown in this concept are placeholders created to demonstrate the proposed digital experience. Any official brand or IP use would require TEAM WANG’s approval and collaboration.
Finding a system between
clarity, character and 1994.
World foundation
Dark values establish atmosphere and continuity across the Living Park.
Guidance and feedback
Attraction identity
Each attraction receives one restrained dominant accent without replacing the shared dark world.
Readable contrast
Bone White supports readable text and interface surfaces against the dark foundation.
Primary contrast pair
REVEALED ROUTE
Bone White on Near Black
ENTER THE PARK
Near Black on Bone White
Approximate visual-direction guide—not a fixed production formula.
Build one shared world
Dark values dominate; accents stay restrained.
Guide with green
Green carries guidance and feedback—not decoration.
Differentiate selectively
One dominant accent identifies each attraction; color never communicates state alone.
Portfolio surface colours frame the case study; they are not part of the UTC product palette.
Three voices separate clarity, environmental character and digital feedback.
Enter the Living Park
Role Navigation, instructions, controls and body content.
Follow the light
Role Attraction names, environmental signs and physical-world messages.
The final digital voice will be selected inside representative feedback and completion states.
ATTRACTION COMPLETE
+20 CANDIES
Rounded and contemporary, with a closer relationship to the physical-world character.
ATTRACTION COMPLETE
+20 CANDIES
More terminal-like and historically specific, but less directly connected to the illustrated world.
Read in Instrument Sans. Discover in Underdog. Receive feedback through a selective digital voice.
Comic utility, fashion-first contrast and full-interface pixel typography were rejected because each allowed one visual characteristic to overpower the wider world.
The visual direction
was built through decisions.
I developed the visual direction through research, art-direction briefs, AI-assisted exploration, selection, iteration and interface composition. These refinements are design judgments—not user-tested findings.
Readability in darkness
Early compositions were too dark, making the gate and necessary destinations difficult to understand.
I refined the lighting and localized the fog around important landmarks and the active route.
Preserve mystery while giving essential navigation points a clear theatrical focus.
Composition and immersion
Moving the gate aside created space for a separate interface panel, but made the experience feel like a website placed beside a backdrop.
I rejected the divided composition and integrated interface elements into the environmental scene.
Make the interface feel like part of the experience rather than a layer placed next to it.
Inhabited, not staged
Pumpkins, ghosts and skeletons initially appeared arranged like props prepared for a photograph.
I dispersed them throughout the environment and treated them as parts of the world.
Create a park that feels inhabited, playful and lived-in.
Expressive without noise
Excessively curly forms introduced visual noise while attempting to create irregularity.
I simplified the forms while preserving crooked construction, dramatic illumination, localized fog and playful detail.
Keep the world expressive without compromising recognition or navigation.


Prove the decisions
through selected moments.
The prototype combines high-fidelity visual moments with simplified flow states to demonstrate product logic—not to present every screen as production-ready.
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Enter
Attraction entry
View frame -
Play
Gameplay
View frame -
Complete
Completion
View frame -
Progress
Park response
View frame -
Choose
Collectibles
View frame
Available destination
Achievement confirmed
World response
Optional eligibility
Candy totals and eligibility thresholds are illustrative prototype values used to communicate system states—not a finalized reward economy.
Enough to test the idea.
Not the entire product.
Entry, one playable attraction and completion.
Completion changes the Living Park and reveals the next route.
Achievement is confirmed before visitors can explore collectible eligibility.
Additional attraction mechanics, failure and recovery, exact scoring, candy values, performance thresholds and final eligibility rules.
Accounts, saved progress and inventory synchronization.
Checkout, payments, tax, fulfilment and regional availability.
Final technical architecture, production accessibility validation and implementation, and official brand or IP integration.
The prototype makes the central proposition reviewable without presenting production-dependent systems as completed decisions.
What remains open—
and what I learned.
The following are design reflections and validation priorities—not tested findings.
ReflectionThe central strategic tradeoff
Expanding participation was only valuable if the digital experience preserved the scarcity, anticipation and atmosphere that distinguish the physical event—leading me to treat UTC Digital as a parallel experience rather than a reproduction.
Why the representative slice worked
One complete attraction inside a responsive Living Park made the proposition tangible without implying a finished game or commerce platform.
Comprehension and participation
Can visitors understand the invitation, begin confidently and recognize how their actions affect the Living Park?
Progression and independent value
Do achievement, earned access, world response and continued play feel meaningful without a collectible purchase?
Commercial and operational viability
Only after the experience proposition is understood should admission, pricing, reward structures and production-dependent systems be evaluated.
Participation creates the value; commerce follows achievement.


