Virtual Reality Game Design UX/UI

Ultrasclash V is a Virtual Reality Game centered around fist-fighting, and it has been an intriguing project that explores an innovative method of movement. Throughout the development, we aimed to challenge even seasoned VR users by testing the degree of motion sickness they might experience. From a user experience perspective, this aspect proved to be particularly fascinating to study.

User Interface Design

We encountered numerous challenges throughout the project, and one of them was related to Virtual Reality prototyping.

Unfortunately, it was not feasible to create wireframes in Figma, either low or high fidelity since the focus was on building a 3D environment with interactive objects, which requires collaboration with 3D Artists and Unity Developers.

The UI of the game could have been managed with Figma, but as a team, we opted for an application called "Gravity Sketch", which allows you to create a 3D environment along with 2D elements. The advantage of using Gravity Sketch is the ability to create and export common 3D formats that can be directly imported into Unity.

Since we created static shapes with Gravity Sketch, it was not suitable for studying interactions.

This led us to iterate the process of designing various health bars and power-ups. We sketched them on GS and uploaded them directly into Unity to ensure they were both effective and unobtrusive for players.

We further understood the optimal solution through User Testing and interviews with users who fell within our target player characteristics.

User Experience Design

I was able to interview several users, ranging from those who had never used a virtual reality headset before to experienced gamers. Through techniques like Think Aloud and A/B testing, we were able to decode various issues in the game, including:

- Small delays in movement caused motion sickness in the player. - We implemented different display modes for the health bar (on the wrist or as an overlay on the screen). Through interviews, we realized that it wouldn't be a problem in either case as long as the UI didn't hinder gameplay dynamics too much.

- We understood the range of enemies that the user would face in a single session.

- We also managed to gather several feedback regarding the environment and the gameplay in general.

I think we were able to ensure a seamless and immersive gameplay experience, allowing players to fully engage in the thrilling battles without any hindrance.

Overall, Ultrasclash has been an exciting venture, combining cutting-edge VR mechanics with thoughtful UI considerations to deliver an exceptional gaming experience and has provided me with crucial foundations to understand 3D prototyping.