![Background Image](img/PHS_screenshot_header.png)
UI DESIGNER
Seattle VR Hackathon Project
![](img/PHS_logo_sm.png)
Project Human Simulator
Winner of the Fall 2017 Seattle VR Hackathon Novelty Prize
A Virtual Reality game designed around whimsical locomotion.
My Role
User Interface Design
Graphic Assets
Tools Used
Pencil + Paper
Illustrator
Unity
The Concept
Our team set out to create a virtual reality game designed for the Occulus platform, with a compelling, but simple experience. The team was comprised of: two Developers, one 3D Artist, and myself.
Developers worked on building out the interaction, while I began to visualize how we stylistically represented the experience: fun, goofy, retro aesthetic borrowed from the 80s. Sketched ideas, and developed a first iteration of the game graphics.
Rapidly Developing UI and Graphic Assets
Using Illustrator and Photoshop, I went about developing assets needed for our game using these tools, then dropping them into game objects in Unity.
![](img/PHS_SS_Welcome_UI.png)
![](img/PHS_SS_Fuel_UI.png)
In Game
![](img/PHS_02_BlendIn_UI2.png)
![](img/PHS_04_UI_Walking.png)
Instructional UI Assets
![](img/PHS_01_UI_FuelMeter.png)
![](img/PHS_03_WLgraphics.png)
In Game Graphics
![](img/PHS_inVR.png)
What We Learned
Based on numerous demos of the game, observations of the game relating to the UI included:
- People wanted to skip the tutorial and start exploring immediately. Revision might be to place the tutorial “cards” around the 3D environment, rather than in front of the user like a barrier.
- People sometimes had to take a step forward to interact with the UI, but once they did, it was natural and quick to get through.
- Gameplay reset was fast, so people could make multiple attempts, and often did to master the interactions.
- Overall, our experience was small and digestible for users to get a grasp of the scenario and interactions. Our game was highly popular and often resulted in lines or waitlists.
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