MUS 442 · Senior Project II — Sound Installation & Multimedia Project

Mind Palace

A sound-centered virtual reality narrative about maladaptive daydreaming, capitalist alienation — and what happens when escape becomes another closed loop.

Semiha Paksoy · Advisor: Prof. Dr. Tolga Tüzün
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01

What is Mind Palace?

A sound-centered Mixed Reality experience for Meta Quest 3S that explores maladaptive daydreaming, capitalist alienation, and creative agency through a circular journey across four interactive scenes.

It begins as a binary contrast — oppressive factory versus boundless playground — but the daydream does not stay innocent. Across a metro platform and a final concert, labor returns as chores, repetition returns as the train cycle, and creative freedom becomes a sequenced loop. In the finale, the musical loop the player builds reveals itself as the factory clock and returns them to the beginning. Sound is not a layer on top of the story; it carries the story.

Platform Meta Quest 3S
Engine Unity 6
Type Sound-centered VR · 4 scenes
Status Completed — June 2026
Technologies OpenXR, XR Interaction Toolkit, C#, Spatial Audio
02

Four Scenes, One Loop

The same simple gesture — handling a cube — is transformed across four spaces. Each scene reframes what that gesture means: labor, play, chores, and finally a loop that closes the circle.

The Shift Scene 1: Reality

The Shift

A dark, oppressive factory where you are reduced to a function.

  • Sort red and blue cubes on a conveyor belt using hand tracking
  • Rigid quotas and a relentless mechanical clock
  • Error sounds punish, success sounds reward — monotony distilled
  • After 30 cubes, green anomalies appear — your way out
The Anomaly Triggers the Transition

The Colorful Playground

A surreal space of creative freedom and self-expression.

  • 20 colorful cubes — throw them freely, no rules
  • Walls react to impacts, painting themselves in vibrant colors
  • Each cube emits unique synthesizer sounds on collision
  • After enough hits the room collapses — opening onto the sound of the city
The Colorful Playground Scene 2: Escape
The Room Collapses Into the City
The Platform Scene 3: Labor Returns

The Platform

A metro station where the daydream quietly puts you back to work.

  • A train arrives, exchanges commuters, departs, and returns — a visible loop
  • NPCs wander on a NavMesh, then board and exit on authored paths
  • You are cast as a cleaner: collect trash into a cart that follows you
  • Benches, lights, rails, PA, and your cleanup all play one spatial score
The Platform Opens Onto the Stage

The Concert / The Loop

You reach the spectacle — then your own composition becomes a clock.

  • An outdoor concert with a live band, a crowd, and spatial stems
  • Place sound orbs into a twelve-slot radial sequencer
  • Each orb replaces the concert with your loop; the crowd turns to you
  • The full loop slows, becomes a clock at 9:00, and returns you to the factory
The Concert / The Loop Scene 4: Capture

The Shift

  • Dark & oppressive
  • Rules & quotas
  • Sorting (conformity)
  • Fixed environment
VS

The Colorful Playground

  • Bright & liberating
  • Freedom & creativity
  • Throwing (expression)
  • Reactive & changeable

The Loop Was the Clock

Mind Palace is circular but not identical. The player escapes the clock, composes a loop — and discovers the loop was the clock all along. The second shift returns slightly faster and detuned, scarred by the journey.

01 Obedience Learn the factory's rules and perform measurable labor.
02 Rupture An object that cannot be classified breaks the system.
03 Release The same cube gesture becomes playful, colorful, musical.
04 Contamination Chores and commuter cycles reappear inside the fantasy.
05 Spectacle The daydream reaches a concert and offers apparent freedom.
06 Capture The player's own composition becomes a clock.
Return The factory begins again, slightly altered by the journey.
03

Sound Design

Sound is the project's main narrative system, not a layer on top of it. In the playground each of the five cube colors carries its own synth voice; across the experience, machine recordings, station objects, commuters, and the player's own actions are woven into DSP-synchronized generative scores with pentatonic pitch constraints and Eno-style incommensurate tape loops.

Red Synth voice
Purple Synth voice
Blue Synth voice
Green Synth voice
Yellow Synth voice
76→82BPM — the factory grid, faster on the second shift
58BPM — the metro ensemble, A minor pentatonic
12step radial loop the player composes
14person crowd that turns toward your loop
9:00the loop freezes as the factory clock
04

Presentation Board

The full MUS 442 final presentation board — the entire project in a single frame: narrative arc, musical system, and technical detail across all four scenes.

Presentation Board — Mind Palace, MUS 442 Open full-resolution PDF
05

Play the Full Journey in Your Browser

No VR headset needed. A 2D adaptation walks you through all four scenes — sort cubes in the factory, paint the playground, clean the metro, then build the loop that becomes a clock.

Play Browser Demo
06

Development Journal

Follow the complete development process — from concept to completion, documented step by step.

Oct 2025

Why This Project: Alienation, Daydreaming & VR

Capitalist alienation, maladaptive daydreaming, and surrealism — the concepts that shaped my graduation project and why I chose this path.

motivation alienation maladaptive-daydreaming
Oct 2025

First Preparations: Learning Unity, C# & Getting the Quest 3S

After defining the concept, I focused on learning Unity, C#, OpenXR, and working with the Quest 3S.

unity csharp openxr
Nov 2025

The Shift Begins: First Prototype

Built the first prototype of the factory scene using conveyor belts and hand tracking on Quest 3S.

unity vr quest3s
Dec 2025

Building the Factory: Procedural Room & Atmosphere

Worked on procedural room generation, sorting bins, wall clock, and factory atmosphere.

unity procedural-generation factory
Dec 2025

The Anomaly Breaks Through: Breaking the Cycle

Added the anomaly cube, scoring system, and scene transition. The conceptual core of the project.

unity anomaly game-mechanics
Dec 2025

The Colorful Playground is Born: Scene 2

Built Scene 2 with 20 colored cubes, color-reactive walls, and a musical sound system.

unity scene2 color
Jan 2026

Sound Design & Project Documentation

Completed the physics-based audio system, storyboard, and academic project reports.

audio sound-design documentation
Mar 2026

Destructible Walls & True Freedom

Core mechanics complete with destructible walls, ceiling collapse, and scene transitions. Project continues.

unity destructible-walls scene-transition
Apr 2026

Beyond the Playground: The Metro Station

Completed the project with metro station scene, procedural city environment, and elevator transition system.

unity metro-station scene3
May 2026

The Platform: Labor Returns

The final metro scene: the player cleans twenty pieces of trash, the autonomous train and commuter loop turn, and the station itself composes the score.

unity metro scene3
Jun 2026

The Concert and the Loop: The Final Scene

The final scene: hybrid spatial audio, a twelve-slot radial sequencer, and the player's loop turning into a clock at 9:00.

unity concert scene4
Jun 2026

Finalizing Mind Palace: Submission & Deliverables

Mind Palace is complete: Quest polish, the four-scene APK, the 90-second teaser, the headset recording, the final report, and the presentation board.

unity submission deliverables

Full Project Details

Read the complete project documentation — conceptual framework, narrative design, technical implementation.

Read Full Details

Source Code

Explore the Unity project repository — scripts, prefabs, and the complete codebase.

GitHub

Browser Demo

Play a simplified 2D adaptation of the experience directly in your browser.

Play Browser Demo