PwC sought to rethink how employer branding is communicated. Instead of listing benefits or repeating generic value propositions, the goal was to let talent experience what working at PwC feels like.
The company planned to use the experience first and foremost as a showcase inside the PwC ImmersiveLab — a space where future-facing technologies are demonstrated to clients. The VR experience needed to convincingly illustrate why immersive tools can elevate talent acquisition.
The solution had to be highly accessible, clearly structured, and compelling across strategic stakeholders, from HR leaders to technology decision-makers.
I led concept, UX, narrative, and prototyping — focused on translating abstract employer values into clear spatial interactions, and on setting up a process that could deliver in five weeks.
PwC needed a modular, narrative VR format that could be rolled out within five to six weeks — fast enough to match internal innovation timelines and polished enough to represent the brand’s technology leadership.
The opportunity was to create a compact, guided experience that:
In short: a format that authentically communicates PwC’s culture through spatial storytelling.

PwC Germany VR Recruiting was first used at the GamesCom 2023.LinkedIn
I designed a narrative structure composed of four micro-scenes, each translating a core employer value — such as flexibility, health, social security, or team culture — into an interactive spatial metaphor.
The design approach followed three principles:
This clarity made the experience effective for both strategic presentations and fast-paced live demonstrations in the ImmersiveLab.
The VR experience is set on the rooftop of PwC’s Tower 185 in Frankfurt — a symbolic, elevated vantage point for exploring what working at PwC entails. The four scenes included different interactive assets:
The full experience took around seven minutes with all interactions optimized for short, high-impact cycles, ideal for guided demos and executive sessions.




*all images taken during scene-drafting in unity
The entire project – from ideation to rollout – was completed in five weeks.
To deliver at this pace, I established a process oriented toward transparency and iteration:
The primary delivery target was a polished ImmersiveLab demo. Trade fairs and HR activations were enabled by design but didn't drive the core process.

Single Miro board as the project's source of truth — user flows, asset briefs, UI concepts, and QA notes in one place.
The VR experience became PwC's flagship demo for immersive recruiting, used in the ImmersiveLab and at trade fairs. At GamesCom 2023, it generated 20% more qualified leads with reduced staff explanation.
The project contributed to PwC’s broader narrative: employer branding should not be claimed, but felt.