Beige paper tag tied with twine

hello —

I’m Annie. I study Film & Media Studies at UC Santa Barbara, with minors in Theater Production & Design and Media Arts & Design.

My work moves between scenic design, VR environments, and visual storytelling.

FOCUS space / atmosphere / interaction
WORKING ACROSS theater + film + immersive media
01

Blithe Spirit — Scenic Design

THEATRICAL SCENIC DESIGN · 2025 · INDEPENDENT · ANNIE CHENG

Scenic Design Final Model
Scenic Design Final Model.

SCENE / ATMOSPHERE / MOVEMENT

This is a scenic design for Noel Coward's Blithe Spirit, exploring the contrast between everyday domestic life and the supernatural presence of ghosts. Design research drew on 1940s British domestic interiors, Art Deco and postwar utility furniture. The design willing to build an elegant, orderly living room whose broken objects, shifting light and spatial openness between reality and the supernatural. I reimagined the traditional enclosed living room as a more open, layered space with large windows and French doors so the ghost character Elvira, could move fluidly between interior and the outside garden.

02

VR Universal Century Museum:
Space Exploration Commemoration

VR INTERACTIVE 3D ENVIRONMENT · UNITY + META QUEST 3 · 2025 · GROUP WORK

Raw walkthrough recording, exhibit hall + window view.

Spike Rao — Creative Director, VR Development, 3D Model Integration, Interaction Design

*Annie Cheng — Scene Design, Audio Narration, Photo & Video Assets, Lighting Setup

Aliston Ma — Concept Art, Storyboard, Tester, Exhibit Narrator

The VR Universal Century Museum is an immersive Meta Quest 3 exhibition set immediately after the One Year War in the Mobile Suit Gundam timeline. Visitors walk through a photo gallery documenting humanity's migration from Earth to the space colonies, then enter a 3D exhibition hall featuring iconic mobile suits (RX-78-2 Gundam, MS-06 Zaku II) and spacecraft. The entie scene was built in Unity and integrated with XR interaction. The work aims to provide the audience with a completely new world experience through triggered narration, video playback, and object picking interactions, as well as information output.

03

Seasoned

VR INTERACTIVE 3D ENVIRONMENT · UNITY + META QUEST 3 · 2026 · GROUP WORK

Model Screenshot
Vectorworks model making.

GARDEN / SEASONS / DISCOVERY

The VR environment is a classical principle of Chinese garden design — that a garden should never be seen all at once, but discovered gradually as the visitor moves through it. This VR experience reimagines that idea for immersive media. It creates a traditional Chinese courtyard garden — pavilions, a covered corridor, a moon gate and so on. At the same time, the season shifts around them, from spring blossoms to summer shade, autumn color and winter snow. A observational storyline gives a gentle narrative thread. The project builds directly on my earlier Vectorworks landscape model, extending it from a static 3D render into a walkable, seasonally responsive real-time environment.