UX for X8 - A VR Videogame

Designing UX flows, UI and so much more!

Skills demonstrated

UX for Video Games
UX for VR
Quick Turnaround
UI Design
Community Feedback
Competitive Analysis
Dev Communication
Mockup
Prototyping
UX Generalist

Platform

VR

Main Tools

Figma
Unreal Engine
ShapesXR
Google Suite

Date Range

September 2023
to
December 2024

Intro

This case study is a compilation of (a select few) bite-sized stories from my time working on X8

In 2023, I joined Thirdverse - they are known for their fantastic VR games.

They wanted to improve the UX of their VR hero shooter game, X8, and I happily joined them to help.

I've been in fast-paced companies before, but the pace at which things moved here meant I had to take a different approach to UX.

Unsurprisingly, a small and fast paced team means wearing many hats. My work at Thirdverse included:
UI design, UX research, writing tutorial voice lines, managing some aspect of our in-game shop database, SQL queries, pushing assets to the game files and so much more.

However, I was first and foremost a UX designer who had to deliver with very fast turnaround times. Updates happened very frequently and we moved from planning to the live build very fast.

Rather than compromise on quality user insights with "not enough time" being my excuse, I would heavily leverage what we already knew, or users were speaking up about, and a lot of in-game guerilla testing and anthropology. Where I could afford the time, I would do live user testing and conduct card sorting tests.

UX/UI: Skilled Matchmaking and Postgame

Problems
After each game we had to show what happened to the player's Elo, how much XP they got etc.

Solution
I created mockup UI that would show up after each game.

Process
I understood what had to be disclosed to the user.
I researched how other games did it.
Then, I used Figma to create mockups for the devs to follow.
Credit goes to our talented Game Artist Sofiia Sphakovska for creating the badges (inside the octagons)

Results
These UI are in the game right now but the clean mockups are here for your enjoyment.

Here is a link to see a demo of the skill progression UI

Here is a link to see a demo of the matchmaking score UI

Challenges overcome
I had to really up my graphic design skills to create a clean and polished end result for both initiatives.

Given hardware limitations, I couldn't take certain animations or effects (even transparency!) for granted.

I created the rank UI from scratch to final animated prototypes within a week.

I created a beat-by-beat documentation of the animation steps for each transition for our UI devs to follow.

Thirdverse x Konami Collaboration

Problem
A very good problem to have - we were collaborating with Konami and creating a Contra (yes, that one!) based gamemode as an X8 DLC for our players. Among many other things, I was tasked in creating various UX flows and associated UI's for the collaboration.

Solution
I created many UI and designed many flows. Everything from the HUD, sequence of players joining the mode, a marquee in the level that gives some info about the game, an in-game screen to help purchase the DLC, and so much more.

Process
The weeks of work this project entailed was quite a journey.
Our entire lives were Contra, Contra and more Contra.
Lots of quick discussions, brianstorming, designing, iterations and late-night Slack huddles later, we took a sigh of relief - we had finally achieved a fun, fast-paced gamemode that us and our players enjoyed!

Results
The result was this DLC for our game.

As for my part, here are some screenshots and tidbits about what I did.



Entrance and Marquee

The entrance to the gamemode was found in the main casual lobby level.
The idea of the UX flow was that it was a "ride" that you and a friend could go on if you had the ticket (DLC).
You would be able to pass a literal paywall if you had the DLC.

Each time would last around 6 minutes or if the players died.

The Marquee functioned as a progress bar for the players not playing the gamemode. It was a way to tell at a glance how far along the DLC players were, how well they were doing etc.

If there wasn't a run underway, it would advertise the gamemode and show accolades for that day (top player that day, top duo score that day etc.)



HUD

As much as we wanted to avoid explicitly slapping UI in the player's face and lean towards diegetic where possible, we all collectively decided (on top of feedback) that HUD was needed for an optimal experience.



Postgame Summary UI

A simple UI to give the user some information after their game is over.
It had to be quite simple because of hardware limitations. No animations, no transparency etc. was afforded by the very limited specs of the standalone VR headset that was already busy running the game.



DLC Sign

The big Contra sign with the constant reminders to play the DLC meant that some players would try to play without having purchased the DLC first. I designed this console with its UI which is where players would be teleported if they tried to enter without the DLC.

IA: Main Menu

Problem
Players found that the main menu options were all over the place

Solution
I ran a card sort study on our userbase to help fix the hierarchy and tab grouping of the main menu.

Process
I designed a card sort survey of all the main menu options and tabs.
Then, I had some volunteers from the X8 Discord server sort them.
After enough data had come back, I looked through the findings with CaSolysis 2.0

Results
I created a very dev-followable guide on how to reorganize the main menu!

A close-up before-and after of one of the tabs. The end result is much simpler and better organized.

Challenges overcome
Using color coding, I figured out a pretty cool and intuitive way to communicate to the devs what moves where (seen in the first Figma screenshot)

I used a new tool called CaSolysis 2.0. Very cool and helpful in getting insights from the data!

I was a bit rusty with card sorting (too busy with UI-focused UX), but it all came right back once I started.

UX/UI: Rewards Calendar and Battlepass

Problem
We needed to give players an incentive to stick around beyond gameplay.

Solution
After internal brainstorming, we decided that a "Rewards Calendar", eventually succeeded by a Battlepass system, would be the way to go.

Process
After doing some competitive research, I delivered the first iteration.
The first iteration was made extremely fast given time limitations.
Given some more time, I touched up the design and made a second, more colorful iteration.
Finally, I created the Battlepass UI for future use based off a rough concept that existed prior to my joining.

Results

Here is a link to see a demo of the Rewards Calendar UI

Challenges overcome
Between feedback, user insights, design iterations and constantly evolving requirements, this project was quite a messy torrent of pivots and scope changes. Ultimately, good communication on mine and my awesome co-workers' behalf prevent any wasted time or effort.

While I'm very proficient in Figma, components and prototyping, this project was a good test of my skills. There is such a thing as too much of a good thing, and I managed to strike a good balance between function and expedience. After a certain point, component-ifying everything has diminishing returns.

UX: Diegetic In-Game Shop

Problem
Our item store was very flat and UI based. We needed to make it more exciting to shop for in-game items.

Solution
An interactive shop was the obvious path forward.

I ended up designing one that would minimize the friction between a user seeing something cool and purchasing said thing.

Process
After doing some competitive research, I created a blocked-out 3D version of the store.
Because this would be more of a supplement to the existing UI instead of replacing it, I also took measures to make sure they worked well together
After some iterations on the layout and function, I finalized the design in ShapesXR and created storyboards to communicate what's going on.
Finally, our level artist Kendrick Russell incorporated a finalized version of the store according to my design.

Results

Challenges overcome
While no stranger to 3D, doing communicable level design in ShapesXR was a good learning experience!