2+ years
Lead a team of 3
Meta Quest, PlayStation VR2
Figma, Unreal Engine
Behemoth is a VR action-adventure game shipped to a global audience on Meta Quest and PlayStation VR2. As project lead and sole UI designer, I owned the full interface pipeline end-to-end, UX strategy, visual design, and Unreal implementation, while coordinating across design, engineering, and art to deliver a cohesive, immersive product. I designed VR-native interaction systems with a focus on accessibility and player comfort, iterating directly from user testing through to launch.
The initial design request called for a dedicated collectibles tab within the player scroll. Early wireframes followed that logic, a separate space where players could track what they'd found across sub-levels. But as the flow came together, a problem emerged: pulling players into a separate tab broke their connection to the world. Collectibles are tied to place, and a decontextualised list made that relationship feel arbitrary and the task feel overwhelming.
Working through testing and iteration with the team, we shifted the approach. Rather than a standalone tab, collectible tracking was embedded directly within each sub-level on the map, accessible via a contextual button that shows what's been found and what remains. A notifier on the map tab reinforces discovery in the moment, surfacing progress without pulling the player out of their spatial awareness.
The redesign measurably increased player engagement with sub-levels. By anchoring collectibles to place rather than abstracting them into a list, the task felt less like an inventory chore and more like natural exploration, reducing cognitive load and making the hunt genuinely enjoyable.
In-game scroll interface for lore and story elements.
Expanded scroll view with detailed narrative content.
Secondary scroll design with quest information.
Quest details and objective tracking interface.
Wireframe mockup of player resources in the player scroll.
Early wireframe of the weapon progression in the player scroll.
Detailed flow chart of the weapons progression and functionality.
The in-game HUD displaying player health, stamina, and buffs.
Wireframes for the Options menu featuring layout and navigation.
Player accessing the Options menu from the Home screen.
Pause menu with game settings and resume functionality.
Tutorial tips available to the player from the pause menu.
Saved Games accessed through the pause menu.
Tutorial introduction screen for new players.
Combat mechanics tutorial with visual guides.
Case study for quick equip wrist popup menu vs slot placements on player character.