Case Study / Themed Environment

The Nether
Immersive Experience

Pittsburgh · MFA Thesis, Carnegie Mellon University

Jennifer Haley wrote a play about a virtual world you can walk into. Staging it behind a proscenium would have argued against its own premise, so the audience walks in instead. A drill hall split into two worlds, with the rendered one built warm and deep enough to stand in, and the real one drawn flat, framed, and viewed from outside like something on a screen. Designed, drafted and modeled.

Title graphic: the Hunt Armory drill hall roof trusses drawn as a white wireframe on black, dissolving through pixel blocks into a rendered photograph of the same space, with the words Your Reality Is Loading
Title Plate · Drill Hall Truss

The problem

The play runs on a hard structural contrast. Half of it happens in a bare interrogation room, all fluorescent light and concrete. The other half happens inside the Hideaway, a rendered Victorian estate that exists only as code. Most productions cross-fade the two with lighting on a single set. That reads as a metaphor. The point of this design was to make it literal.

Hunt Armory gave the room to do it. A drill hall is a shed, not a theatre, which means no fixed seating, no proscenium, and no rules about where the audience stands. The design uses that to run the trade in both directions: the coded world gets built as a place you occupy, and the physical world gets drawn as an image you look at. By the end the audience has spent more time standing inside the fiction than inside the fact.

The walkthrough below is a comic. It documents the visual story: what a guest sees, in what order, and how each world is drawn. Selected plates shown here, full book available as a PDF.

Play
The Nether · Jennifer Haley
Venue
Hunt Armory · Pittsburgh, PA
Context
MFA Thesis · Carnegie Mellon
Year
2019
Scope
Design · Drafting · 3D
Tools
Vectorworks · Photoshop
A The inversion

The rendered world is the one you can touch

The play asks whether a virtual place can be real. The design answers by swapping how the two worlds are drawn. The Hideaway, which is code, gets everything that reads as real: warm light, deep color, foliage, pattern, texture, and a point of view close enough to walk. The interrogation room, which is the actual world, gets everything that reads as rendered: flat grey, one hard fixture, bare walls, no depth cues, and a fixed frontal camera that never moves.

Then it goes further, in casting. The Hideaway is played by live performers standing in the room with you, breathing, close enough to touch. The interrogation room is prerecorded video. So the world that exists only as code is the one with actual bodies in it, and the world that is supposed to be real is a recording that plays the same way every night. Nobody is told which is which going in.

The interrogation room is also almost never shown on its own. It appears set inside something else, a lit rectangle punched into a gothic arch, cut into a hedge, tiled on a monitor wall between a fountain and a bedroom. It is always a picture hanging inside a world. The Hideaway is never framed that way, because you are standing in it. The intended exit is an audience that is no longer sure which half they actually witnessed.

Comic page: a long corridor lit by hanging fixtures leads to a door marked Observation, which opens onto the interrogation room seen as a lit box from outside
Approach · ObservationNW-01
Comic page: the white gothic revival porch of the Hideaway, with the interrogation room appearing as a lit rectangle inside the central arch
One Framed Inside the OtherNW-02
B The transition

Logging in is a scene change

Crossing between worlds had to be a designed event, not a blackout. The language is a three step build: the room pixelates, the pixels resolve into white wireframe, and the wireframe fills in until it is a place. Note which direction it runs. The grey room is what falls apart. The rendered world is what arrives, fully lit and full of weather. Loading is drawn as gaining reality, not losing it.

Comic page: the interrogation room breaking apart into large pixel blocks, then into a white wireframe mesh
Break Up · Pixel to MeshTR-01
Comic page: a white wireframe landscape of trees and a stone wall resolving downward into a fully rendered forest path
Render to RealityTR-02
Comic panel row: the interrogation room dissolving into pixels, going dark, and resolving into a lit staircase and chandelier
Same Move, Interior ScaleTR-03
Comic page: the interrogation room appearing as a lit rectangle set into a tall green hedge, then swallowed by the hedge
Two Worlds Sharing One FrameTR-04
C The walkable realm

A route, not a room

The Hideaway is drawn as a sequence a guest moves through rather than a picture they face. Forest, then a lane and a landscape, then a porch, then the interior. Each beat gets its own light temperature, palette and ceiling height, so the change registers in the body before it registers as information. Nothing here is shown from a fixed vantage. The camera walks.

Comic page: a figure on a leaf covered path under a canopy of backlit trees, with panels of leaves and sunlight
Arrival · The TreesHW-01
Comic page: a green landscape with a stone wall, sheep, a girl on a tree swing, and a white gothic revival house at the end of the lane
The Lane · The HouseHW-02
Comic page: the foyer of the house with a grand staircase, gilt mirror, and a parlor with green drapery and a piano
Foyer · ParlorHW-03
Comic page: a room with a harp and tall arched doors opening onto a clipped green hedge maze under a blue sky
Interior Out to Hedge MazeHW-04
Comic panels: a dark patterned wallpaper hallway lit by hanging lanterns, with framed portraits and a mounted blade between them
Upper Hallway · Wallpaper and PortraitsHW-05
Comic page: a statue fountain in a garden enclosed by tall hedges, with birch trees and flower beds
The Fountain CourtHW-06
Comic page: tall hedge corridors with the white house roof and round window visible above them
Hedge CorridorsHW-07
Comic page: the front of a white clapboard lodge split down the middle between day and night, then its red wallpapered interior with mounted trophies and a fireplace
Lodge · Day to Night in One FrameHW-08
Comic page: the red lodge parlor with heavy drapery, a fireplace and a standing bear, two figures seated with drinks
Lodge Parlor · RedHW-09
D The building underneath

The set shows you its own back

The design keeps admitting what it is. A wardrobe in the bedroom opens onto raw brick and a service stair. A floor drops to expose deck framing and rail. A monitor wall carries every environment at once, which is what the drill hall actually was: one shed running a dozen places. Showing the structure is not a compromise here, it is the argument.

Comic page: the ornate pink bedroom shown in two lighting states, then a wardrobe opening onto a bare brick stairwell and a long brick service corridor lit by bare bulbs
Bedroom to Brick · Wardrobe PassageBK-01
Comic page: a figure alone in the bedroom as the girl pixelates away, then the floor lowering to reveal deck framing and railing beneath
Floor Drop · Deck FramingBK-02
Comic panels: a tree and stair against a flat grey wall, and a control desk facing a grid of monitors showing every environment in the show at once
Every Environment, One RoomBK-03
Comic page: the monitor grid going dark panel by panel until one garden image remains, then black
Shutdown · Last FrameBK-04
Download the full walkthrough, PDF 37 pages · comic by W.F. Blackmore, from the play by Jennifer Haley
E The drafting packet

Renders persuade, drawings get built

The comic set the experience. The packet made it buildable. The groundplan drops the whole route into the drill hall: contoured meadow, a brick walk climbing from zero to nine feet, the observation room on a pixel wall track at one end and a boxwood maze with sliding hedge doors at the other. The house plans carry the mechanics, a turntable, a chandelier on track, walls that fly in through slots in the crown molding, a wardrobe that is really a door, and an interrogation room that lowers into the floor.

This is also where the material spec lives, and it is the whole inversion again in one note: every natural element is fake on purpose. Fiberglass trees with plastic leaves, artificial turf, carved polyfoam stone, a steel and fiberglass fence, all finished hyper-real with slightly pushed color. The forest is manufactured to look more convincing than the concrete room.

Overall groundplan sheet: the Hunt Armory drill hall with a contoured meadow, winding brick walkway, observation room on a track, the house, and a boxwood hedge maze
Overall Groundplan · Drill HallGP-01
Sections south and west: the armory arch with a curved sky ceiling, panoramic rolling hills backdrop walls, and a long section through the meadow to the house
Sections South and WestSD-01
House elevations and floor plans showing the gothic revival front and side, plus first and second floor plans marked with a turntable, lifts, trap doors, flying walls and a wardrobe passage
House Elevations and PlansHE-01
Download the drafting packet, PDF 3 sheets · Vectorworks · 1/8" and 1/4" scale