Starjourn is a virtual reality story world where characters, environments, and architecture work together like a cast, a stage, and a script. Each element pulling narrative weight, the project explores how digital characters can do more than deliver exposition; they can guide, comfort, provoke, and ultimately connect.
At the heart of the story are characters like Smart Heart, a loyal companion with a soft glow and sharper instincts. Smart Heart is rooted in the emotional nostalgia of childhood cartoons. PortMaster, however, is a formidable antagonist who challenges the participant’s path and anchors the stakes. Together, they show how interactive storytelling comes alive through relationships, not just mechanics.
Before they made their debut in Starjourn, I tested some of these ideas in a short experiment called Stole My Heart. It focused on more realistic character models and lip-syncing with facial motion capture. This early work helped me shape the eventual performance and presence of PortMaster.
Early experimentaion
Exploring body and clothing
Head and face exploration
Lip-synced and lighting
Traditional digital storytelling teaches us to “show, don’t tell”. Let visuals and actions do the heavy lifting. But in VR and interactive narratives, that idea levels up to "play, don’t show."
This shift transforms exposition into discovery. Meaning isn’t just revealed; it’s uncovered by the participant through movement, choice, and reaction. But designing for that kind of agency is no small feat. Every interaction, every asset, every moment of responsiveness demands a fusion of narrative intuition and technical know-how. Know-how included code, logic, workflows, graphics, and polish.
The result? A far steeper climb for creators. But also, a far richer world for audiences, one where they don’t just witness, but inhabit.
The heart of Starjourn was simple. Craft a world where connecting with a digital character feels as natural and unforgettable as bonding with a favourite childhood hero.
To get there, I began with Stole My Heart. A stepping stone toward higher-fidelity visuals and more emotionally resonant characters. Stole My Heart laid the groundwork for PortMaster, whose presence needed to feel as real as the stakes she represents.
Every interaction in Starjourn was designed to do more than entertain. Interactions were built to create attachment. Participants were invited to explore, question, and engage with both the world and its inhabitants. The project aimed to spark empathy, curiosity, and genuine emotional investment. Because when players care, the experience doesn’t just stick, it stays.
The design process behind Starjourn was equal parts character craft and technical orchestration. Each detail was fine-tuned to create a world that feels both seamless and alive.
Smart Heart, a trusty guide, draws inspiration from the expressive charm of early Looney Tunes animation. Designed as a source of humour, heart, and emotional grounding, Smart Heart was brought to life in a classic 2D cel style using Adobe Creative Suite. On the other end of the spectrum is PortMaster. A fully rendered 3D antagonist built in iClone and Blender, enhanced with facial motion capture to enable lip-synced dialogue and nuanced emotional expression. Yes, the eyes are deliberately oversized. The uncanny valley is real, and by exaggerating a human feature, I was attempting to skirt the valley.
The contrasting visual styles weren’t just aesthetic, they served a purpose. Smart Heart sets a light, inviting tone; PortMaster raises the stakes. This dynamic helps set clear interactive expectations while deepening the narrative texture.
Much of the character work was informed by my years as a tabletop roleplaying gamemaster, shaping NPCs that players not only react to but care about. That same narrative philosophy carried through here. Use characters and environments not just to tell a story, but to delve into one.
Portmaster early on
Exploration
Getting out of the Uncanny Valley
Final version