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PwC Germany:
VR Recruiting Experience

2023
Making employer values feel real, not just stated.

A VR experience used in PwC’s #ImmersiveLab to demonstrate how immersive recruiting can make employer values tangible.
Role
Creative Director VR / UX & Design Lead, Product Owner
client
PwC Germany
service
Product Development
PLATFORM
Meta Quest Pro
Timeline
6 Weeks

Context

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.

  • Primary use: PwC ImmersiveLab demo
  • Secondary use: HR events & trade fairs
  • Focus: making employer values feel real, not just stated

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.

Opportunity

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:

  • makes employer values tangible rather than declarative
  • requires no onboarding or technical familiarity
  • works as a strategic demo asset
  • can later extend to HR use cases like trade fairs or onboarding

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

Approach

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:

  1. Content over interface
    Natural hand gestures replace classic UI elements. The interaction disappears behind the message.
  1. Scene-based storytelling
    Each scene focuses on one clear theme, reducing cognitive load and improving memorability.
  1. Zero-friction entry
    No menus, no controllers, no motion sickness — enabling instant engagement in a demo environment.

This clarity made the experience effective for both strategic presentations and fast-paced live demonstrations in the ImmersiveLab.

Experience Design

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.

  • The Workroom
    A spatial take on hybrid work and autonomy. Small stories like a gesture-activated smartphone revealing work-from-home policies, or a laptop showing remote work supplies.
  • The Wellbeing Space
    A scene centred on safety and support. Interactive sports equipment, ambient atmosphere, and a folding umbrella that visualises family and social protection.
  • The Ideas Room
    A place for growth and development — explored through objects that represent routines, learning, and career discovery.

  • The Commons
    A shared cultural space, expressed through elements that highlight collaboration, belonging, celebration, and corporate benefits.

*all images taken during scene-drafting in unity

Process

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:

  • Single Miro board as the project’s source of truth; user flows, asset briefs, UI concepts, QA notes
  • Weekly rapid prototyping on Meta Quest to validate interactions and approval early
  • Scene-based Kanban for 3D assets, animation, audio, and testing
  • Close co-creation with PwC to refine value messages and metaphors

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.

Outcome

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.

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Project overview