FIELD:
Immersive|Spatial|Interactive|Storytelling
CLIENT:
Taking Care of God, Graphic Novel Adapation
TEAM:
Xiaofan Zhang, Zoe Wang, Han Bao, Annie Xu
YEAR:
2022
DIMENSION:
1400m²
STATUS:
Design Proposal
Taking Care of God
about.
Taking Care of God is a black-and-white spatial narrative that invites visitors to board a fading god’s spaceship and journey through memory, loss, and rebirth. As part of a larger speculative initiative, the exhibition was developed alongside a graphic novel adaptation exploring philosophy and civilization through immersive storytelling.
Although fully conceptualized and pitched as a cross-platform launch, the project was not realized due to technical and financial constraints — yet it remains a reflection of our ambition to merge design, narrative, and future thinking.
story.
Two civilizations face each other.
Human civilization is young — full of energy, creativity, and desire to explore.
God’s civilization is ancient — advanced, but tired, fading, and hollow.
In this immersive journey, visitors board a mysterious spaceship and meet a dying god. Through shifting black-and-white spaces, they restore fragments of His memory, encounter alternate versions of themselves, and witness the ruins of once-great worlds.
The experience asks:
When meaning fades, what remains?
How do we resist comfort and choose the unknown?
Can love and curiosity survive the end of time?
In the final scene, visitors help build a new civilization.
God awakens — not to glory, but to the fragile beauty of human connection.
detail.
Space Name | Color | Function & Experience Focus | Area | Capacity | Visitor Flow |
---|---|---|---|---|---|
Ticket Lobby (Entrance) | ⬜️ | Ticket pickup, narrative intro, memory hunt | 80㎡ | 40 people | Flow-based |
Entering the Ship | ⬜️ | Spatial transition, laser illusion, deep mirror effect | 60㎡ | 20 people | Flow-based |
Meeting God | ⬛️ | Boarding ritual, god silhouettes, group interaction | 215㎡ | 80 people | Batch-based |
Museum of Mankind | ⬜️ | Memory scenes, photo points, emotional recall | 235㎡ | 80 people | Flow-based |
Light Speed Travel | ⬜️⬛️ | Narrative choice point: love vs. progress | 30㎡ × 2 | 15 × 2 people | Flow-based |
Civilization Design Room | ⬛️ | Interactive light-based civilization creation | 110㎡ | 50 people | Flow-based |
Look Into the Universe | ⬜️ | Cosmic view from ship, reinforce setting | 100㎡ | 40 people | Flow-based |
Say Goodbye to God | ⬜️⬛️ | Final ritual, control panel, puppet performance | 280㎡ | 100 people | Holding + Flow |
God's Civilization | ⬛️ | Fragmented peeking into God’s world, hidden epic | 70㎡ | 30 people | Flow-based |
Civilization Co-creation Room | ⬜️ | Draw/write to co-create civilization on balloon & wall | 70㎡ | 30 people | Flow-based |
Gift Shop (Exit) | ⬜️⬛️ | Ending based on choice, receive colored balloon | 110㎡ | Dynamic | Flow-based |
Strategic Spatial Sequencing
The exhibition unfolds as a sequence of symbolic narrative spaces, each tailored for different emotional and cognitive states. From the Ticket Lobby to the Gift Shop, the spatial rhythm is carefully choreographed—alternating between flow-based transitions and batch-based interactions to regulate crowd pacing and narrative immersion. This rhythm mirrors the protagonist’s journey through memory, divinity, and civilization, supporting a contemplative yet engaging visitor experience.
Visitor Flow Design
A mixed visitor flow strategy—flow-based, batch-based, and holding zones—ensures both narrative control and operational flexibility. For instance, “Meeting God” and “Say Goodbye to God” employ batch-based rituals and interactive performance elements, while “Museum of Mankind” and “Look Into the Universe” allow for more organic navigation. This hybrid model not only supports immersion but also accommodates capacity management and audience segmentation.
Immersive Content Mapping
Each room corresponds to a narrative function: emotional recall, ethical choice, co-creation, or spiritual reflection. The layout supports a multi-sensory experience, leveraging black-and-white spatial codes, laser installations, puppetry, and interactive light. The content is layered—from silent manga panels to real-time light-reactive civilization-building—allowing visitors to engage at multiple cognitive levels.
Prototype for Scalable IP
Although conceptual, the exhibition was designed as a prototype for an expandable IP, capable of translating across formats: graphic novels, digital experiences, and branded merchandise. The spatial layout reflects this transmedia potential, integrating photo points, co-creation walls, and modular room formats to facilitate content capture, community engagement, and future brand extensions.