Personal Project · VR / Immersive · Unity · Ongoing

Synesthesia Orchestra

A VR piano that turns music into color — play a note and a glowing orb bursts into a 360° sky built to make you forget there's a room behind the headset.

Interaction & environment design, VR development, user research
2 people — myself and a co-developer
In progress — active side project
Unity · XR Interaction Toolkit · Oculus Quest 2 · C#
The Experience
Research
Development
Testing
Roadmap
Reflection
01
The Experience

Step into a sky made of your own music

Put on the headset and you're standing on a small floating platform in the middle of deep space. In front of you is a glowing, color-coded piano, its keys curved in an arc so your hands can reach every note without moving. Above and around you: nothing but stars, nebulae, and open sky in every direction — a full 360° environment built to make you forget there's a room behind the headset.

Play a note, and a glowing orb bursts into the sky above you, sized and colored to match what you just played. Play a chord, and the sky fills with a small constellation of color. There's no score, no wrong notes, no task to complete — just a piano and a sky that responds to whatever you create. It's designed to be picked up with zero instructions: aim a controller at a key, pull the trigger, and watch what happens.

A 360° capture of the piano and space environment.

Colorful glowing orbs spawning in a starry sky above the platform Close-up of the glowing rainbow-colored piano keyboard

Every note spawns its own glowing orb — colored, sized, and placed to match what's played.

The idea started with synesthesia itself — the neurological condition where senses blend, where people can "see" sound or "taste" color. I wanted to build something that let anyone feel a version of that blending, even for a few minutes, by tying two senses together through code instead of biology.

02
Research

Before building, understanding sensory design in VR

Before diving into build mode, I researched how immersive interaction design handles sensory feedback more broadly — how other VR systems translate physical input into rich sensory output, and where the technology still falls short. Two threads shaped the direction most:

That research didn't hand me specific features — it shaped the interaction philosophy. Keep the input dead simple (a key press, a raycast, a trigger pull), and put all the design effort into making the output feel rich and immediate.

03
Development

Building the interaction from the ground up

The project is built in Unity using the XR Interaction Toolkit, developed iteratively with a co-developer across several milestones.

Early grey-box prototype of the curved piano keyboard in the space environment Untextured piano keys with ghost VR hand models testing controller tracking

Early prototyping — testing the keyboard layout and hand tracking before any visual polish.

04
Testing & Results

Watching people discover it on their own

I ran a small user study with no instructions given beyond "explore" — the goal was to see how intuitive the experience was completely on its own. A few findings stood out:

In VR, you can't assume a player will look where you want them to. If a payoff isn't in the same sightline as the action that triggers it, people will miss it entirely — no matter how good the payoff looks.
05
Where It's Going

Still building — this isn't a finished experience yet

This is an ongoing side project I keep coming back to. Based directly on what testers asked for, here's what would turn it from a prototype into a full experience:

🌲

More environments

Park, concert hall, arctic, forest, cozy home — alternate skyboxes players can switch between, building on the early background-swapping groundwork already in place.

⚙️

A real settings menu

Choose environment, color scheme, and play mode in-headset, replacing the current "swap files manually" approach.

🎨

Color modes

Monochrome and alternate palettes beyond the original rainbow note-to-color mapping.

🎹

An expanded keyboard

A wider note range for playing real songs, not just a single octave.

🎼

Guided play

Floating sheet music or glowing key prompts showing which note to press next when a song is imported — directly addressing the most common piece of user feedback.

Auto-play mode

Import a song and just watch and listen — no piano-playing required, for a fully passive "orchestral" experience.

06
Reflection

What I learned

Building this taught me a lot about the mechanics of VR development — collaborating in Unity, scripting real-time interactions, working with XR hand tracking — but the bigger lesson was about attention. Feedback loops only work if the player is actually looking at the payoff. That single insight from watching six people play has shaped how I think about interface feedback in every project since, VR or otherwise.