Independent speculative concept · Digital fashion experience

The Castle Opens Online

Under the Castle is a limited-time physical event for Halloween organised by a big fashion brand. This speculative case study explores how a digital layer could let international audiences enter that world, participate in its atmosphere, and stay connected—without reducing it to a conventional online store.

Role Product Strategy · UX/UI Design · Creative Direction
Project type Independent speculative case study
Platform Responsive web · Mobile-first prototype
Focus Digital participation · Progression · Collectibles
Status Concept development · Representative prototype
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Independent speculative concept created for portfolio and exploratory purposes. This project was not commissioned, endorsed or approved by TEAM WANG design, Jackson Wang or Under the Castle. All referenced trademarks and existing brand assets belong to their respective owners.

01 — About the project

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.

My contribution

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.

Illustrated Halloween characters—a glowing jack-o'-lantern, skeleton and ghost in green fog.
Core product promise

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.

Primary audience hypothesis

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.

02 — Brand context and observed opportunity

Understanding the world
before extending it.

Independent analysis of the existing brand context—not an official TEAM WANG strategy document.

01 — Atmospheric identity

Theatrical darkness, Halloween references and immersive presentation make the experience feel like a distinctive world rather than a conventional retail release.

02 — Scarcity carries value

Time-limited physical access creates anticipation and exclusivity. A digital extension should widen participation without casually removing that value.

03 — Commerce is not the experience

If the digital layer begins with products rather than participation, it risks reducing the world to a conventional online store.

Brand and IP analysis board mapping recurring UTC visual principles versus protected expression
Brand/IP analysis — translating broad visual principles without reproducing protected expression.
The observed signal

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.

An anonymized public Instagram comment saying the fan is too far away to attend the event.
An anonymized public Instagram comment saying the fan cannot participate and hopes for events in more countries.
Two anonymized public comments found on the official Under the Castle Instagram account in August 2026. They informed an early opportunity hypothesis but are not representative user research or evidence of validated demand.

Source: Official Under the Castle Instagram account, accessed August 2026.

References
Design implication

Extend access to participation—not unrestricted access to everything—while preserving atmosphere, discovery and earned progression.

03 — Product strategy and business hypothesis

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?

Concept hypothesis

UTC Digital could operate as a parallel, time-limited experience widening participation through play.

Three strategic hypotheses

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.

Business assumptions to validate
  • 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.

  • Secondary commercial layer

    Limited-edition collectibles could provide optional progression-linked value without becoming the main purpose of participation.

  • Reusable platform

    UTC Digital could return as a distinct annual chapter, allowing the platform to evolve while retaining the event’s limited-time character.

Pixel-art ghost carrying a sack of glowing green candies.

Commercial viability remains untested. Pricing, demand, production quantities, eligibility rules and financial forecasts would require validation with business, finance, production, technical and legal specialists.

04 — UX and experience loop

One visit.
One complete loop.

  1. 01 — Enter

    Brief gateway

    Give the visitor enough context to understand the opportunity, then make entering the experience the dominant action.

  2. 02 — Play

    Guided participation

    Teach the first objective through interaction and give the visitor meaningful control quickly.

  3. 03 — Progress

    Visible consequence

    Confirm that the action mattered through candies, completion feedback and a visible change in the world.

  4. 04 — Unlock

    Earned access

    Reveal the unlock automatically, connect it to achievement, then let the visitor enter deliberately.

  5. 05 — Own

    Optional ownership

    Acknowledge achievement before presenting a genuine choice between viewing collectibles and continuing to play.

  6. 06 — Return

    A changed world

    Return the visitor to the Living Park, reveal what has opened next and leave one visible future opportunity.

Experience principles
Guide through action

Participation begins through the experience itself.

Make progress unmistakable

Mystery may surround what comes next, but not whether an action mattered.

Protect player agency

Achievement comes before transaction; optional ownership must never become the purpose of play.

Create a reason to return

Return through a changed world and visible next opportunity—not commerce alone.

Living Park progression
First visit

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.

After completion

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.

Key UX decision

The Living Park Leaflet is not a conventional level-selection screen. It is a progressively changing world that makes player progress visible.

05 — Representative game interaction

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.

Representative interaction
  1. 01 — Navigate

    Guide Pumpkin

    Move through the attraction while avoiding obstacles.

  2. 02 — Collect

    Gather candies

    Collect items that record participation and can distinguish performance.

  3. 03 — Complete

    Reach the core objective

    Finish the accessible objective to move the journey forward.

  4. World response 04 — Progress

    See the park respond

    Return to a changed Living Park where the completed attraction and next route become visible.

Interaction rule

Completion moves the visitor forward; performance changes the outcome.

Prototype boundary

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.

06 — Creative-direction research

Atmosphere with intent,
not decoration.

Emotional hierarchy

Mischievous playfulness leads. Spooky mystery provides atmosphere. Premium is expressed through execution and curation—not through mandatory luxury motifs.

Research method

I organized Pinterest references in FigJam by the decision each reference could inform—not by surface similarity.

Keep / Avoid

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
Originality and IP

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.

07 — Color and typography system

Finding a system between
clarity, character and 1994.

Color architecture
01

World foundation

Dark values establish atmosphere and continuity across the Living Park.

Near Black #221F23 Selected
Charcoal #3E3B3F Working value
Black Green #001C00 Selected
Deep Green #02430A Selected
02

Guidance and feedback

UTC Green #02AD02 Selected

UTC Green connects illumination, navigation, progress and feedback.

03

Attraction identity

Each attraction receives one restrained dominant accent without replacing the shared dark world.

Pumpkin Orange #FF8A00
Haunted Purple #7A3CFF
Ghostly Cyan #00E5FF
Neon Pink #FF4DD2
Candle Yellow #FFD166
04

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

Bone White #EDEDED Selected
Near Black #221F23 Selected
Example application balance

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.

Typography — three voices

Three voices separate clarity, environmental character and digital feedback.

01

Interface voice

Selected · Instrument Sans

Enter the Living Park

Role Navigation, instructions, controls and body content.

02

World voice

Selected · Underdog

Follow the light

Role Attraction names, environmental signs and physical-world messages.

03

Digital voice

Final evaluation · Pixelify Sans / VT323

The final digital voice will be selected inside representative feedback and completion states.

Pixelify Sans

ATTRACTION COMPLETE

+20 CANDIES

Rounded and contemporary, with a closer relationship to the physical-world character.

VT323

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.

Boundaries

Comic utility, fashion-first contrast and full-interface pixel typography were rejected because each allowed one visual characteristic to overpower the wider world.

08 — Visual decisions and application

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.

Four visual refinements
01

Readability in darkness

Issue

Early compositions were too dark, making the gate and necessary destinations difficult to understand.

Change

I refined the lighting and localized the fog around important landmarks and the active route.

Effect

Preserve mystery while giving essential navigation points a clear theatrical focus.

02

Composition and immersion

Issue

Moving the gate aside created space for a separate interface panel, but made the experience feel like a website placed beside a backdrop.

Change

I rejected the divided composition and integrated interface elements into the environmental scene.

Effect

Make the interface feel like part of the experience rather than a layer placed next to it.

03

Inhabited, not staged

Issue

Pumpkins, ghosts and skeletons initially appeared arranged like props prepared for a photograph.

Change

I dispersed them throughout the environment and treated them as parts of the world.

Effect

Create a park that feels inhabited, playful and lived-in.

04

Expressive without noise

Issue

Excessively curly forms introduced visual noise while attempting to create irregularity.

Change

I simplified the forms while preserving crooked construction, dramatic illumination, localized fog and playful detail.

Effect

Keep the world expressive without compromising recognition or navigation.

Applying the direction
World-level application Environmental gate composition with controlled illumination, localized fog and integrated Halloween park details
Controlled illumination, localized fog and integrated environmental details make the entrance readable without removing its mystery.
Interface-level application High-fidelity completion interface confirming achievement before optional collectibles or return to the park
Achievement is confirmed first, followed by a deliberate choice between viewing collectibles and returning to the park.
09 — Representative prototype

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.

Structuring the vertical slice
  1. Enter

    Attraction entry

    Low-fidelity wireframe — attraction entry with a clear start action
    View frame
  2. Play

    Gameplay

    Low-fidelity wireframe — core gameplay interaction
    View frame
  3. Complete

    Completion

    Low-fidelity wireframe — completion state confirming achievement
    View frame
  4. Progress

    Park response

    Low-fidelity wireframe — park response showing visible world change
    View frame
  5. Choose

    Collectibles

    Low-fidelity wireframe — collectibles and optional ownership
    View frame
The representative journey in high fidelity
01 First visit

Available destination

High-fidelity first-visit screen — light reveals the first available attraction
02 Completion

Achievement confirmed

High-fidelity completion screen — achievement confirmed before next choice
04 Collectibles

Optional eligibility

High-fidelity collectibles screen — earned and locked eligibility states

Candy totals and eligibility thresholds are illustrative prototype values used to communicate system states—not a finalized reward economy.

10 — Scope and fidelity

Enough to test the idea.
Not the entire product.

Designed in the representative prototype
Core journey

Entry, one playable attraction and completion.

Visible world response

Completion changes the Living Park and reveals the next route.

Optional ownership preview

Achievement is confirmed before visitors can explore collectible eligibility.

Intentionally unresolved
Complete game system

Additional attraction mechanics, failure and recovery, exact scoring, candy values, performance thresholds and final eligibility rules.

Accounts and persistence

Accounts, saved progress and inventory synchronization.

Commerce and availability

Checkout, payments, tax, fulfilment and regional availability.

Production and governance

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.

11 — Validation and reflection

What remains open—
and what I learned.

The following are design reflections and validation priorities—not tested findings.

Reflection
01

The 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.

02

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.

Prioritized validation plan
01 First

Comprehension and participation

Can visitors understand the invitation, begin confidently and recognize how their actions affect the Living Park?

02 Then

Progression and independent value

Do achievement, earned access, world response and continued play feel meaningful without a collectible purchase?

03 Later

Commercial and operational viability

Only after the experience proposition is understood should admission, pricing, reward structures and production-dependent systems be evaluated.

Final product insight

Participation creates the value; commerce follows achievement.

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