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VR & Game UI

From narrative-driven VR to shipped mobile games: designing interfaces that serve the experience, not interrupt it.

01. Fire Escape: A VR Training Prototype

A self-directed Unity prototype exploring how narrative structure can drive UI decisions in immersive safety training.

My Role: UI & Interaction Designer: spatial UI systems, interaction logic, scene design and narrative copywriting. Built in collaboration with one engineer

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02. Commercial/ Concept Game UI: Visual Design & Layout

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01

Cloud City: Casual mobile RPG

A cozy RPG centered around character customization. I designed a soft, pastel UI with clear visual hierarchy, keeping navigation intuitive without sacrificing the lighthearted tone.

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02

Hero Collection: Chibi Mobile Strategy

A chibi-style strategy game balancing cuteness with data density. I designed organized screens that surface a lot of hero information without feeling cluttered, cute and clear at the same time.

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03

Design Concept

Soft, pudding-like curves guide the eye and maintain clarity, while neon pink highlights key actions without overwhelming the interface.

My Final thought on this project, and areas for future growth:

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Retention is a system problem, not a feature problem.

I started by designing individual screens. It didn't work until I stopped thinking in screens and started thinking in loops. The Route Map alone didn't improve retention. Route Map connected to Mission connected to Challenge did.

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Gamification has a ceiling.

Adding more game mechanics doesn't make users stay longer. The moment I stripped Store down from functional power-ups to cosmetic-only items, engagement logic became clearer. Less mechanics, more emotional investment.

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I designed the UI before testing the loop. That was backwards.

 The pixel-perfect screens looked great in my portfolio but I had no evidence the five-system loop actually held together. Next time I'd validate the system with paper prototypes before opening Figma.

Base in New York

(open to relocated)

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