Worlds

WORLDS

ADVENTURE IN BREATH

TIMELINE

TOOLS USED

ROLE

Apr - Jul 2024

Unity / Quest 2/ Blender/ Illustrator

Product Manager / Game Designer

"Enter the world of Cthulhu,

Solve the puzzles with VR."

The Fall is a digital product developed by a VR/AR start-up. With months of experiment and exploration, we had found a way to design contents within VR environment for party scenario.

Overview

Genre: VR game



Platform: Oculus Quest 2



Player: Multiple



Description: it follows the strange adventures of 6 people with evil intentions in a building, where they have to explore floor by floor to escape.

Basic Info

My Role

Oversaw UX&UI, character design, modeling, development, to ensure the product performance

Product Management

Managed a cross-functional team of 30+ using Feishu. Successfully shipped MVP at Miracle Plus Roadshow in June 2022

Gameplay Design

Prototyped core player experience for VR including wireframes and UI features using Figma, visualized game flow to optimize the overall user journey

UX Design

Conducted 20+ user interviews, integrated feedback and discovered insights to refine features, leading to more engaging VR experience

Project Analysis

Understand the Problem: Motion sickness happens frequently when using VR devices. After wide research, we have found 3 main factors contribute to motion sickness for our users: hardware and operation system, user interface, and individual factors.

Wireframe: The UI feature becomes a significant part of VR design. How do we organize the layouts, what colors we should use... those questions affect the player performances a lot.

Game Experience: Throughout the whole game experience, we combined the break time and in-game action for better immersion. The game flow of each level was designed with clear objectives and streamlined gameplay.

Action Programs

Production Process

It took us nearly 3 months working on a playable prototype that combined what we needed: the way of interaction, stable multi-player connection and acceptable level design. Then we iterated it to hi-fi product through internal user test.

With the prototype, the UX team collected data from questionnaires and interviews from users to help development department with the final adjustments, including adding more visual elements in tutorial, changing UI features, and some ajustments on game objects.

More…