An immersive VR underwater mech shooter that combines motion simulation and gaze-based targeting to deliver a thrilling deep-sea combat experience against hostile creatures.
Elevated the overall player journey through thoughtful UI design, motion interactions, and animation systems that reinforced usability and immersion.
Role
Design Thinking
Animation
Illustration
User Centered Design
UX Design
UI Design
Designed VR-focused UI systems
Created intuitive HUD elements, targeting indicators, enemy feedback systems, and gameplay guidance
Collaborated with developers and fellow designers to test, refine, and improve gameplay interactions and user experiences.
Overview
Dive into the depths of BLUEFALL, a heart-pounding sub nautical on-rails shooter that throws you into the cockpit of an underwater mech. Feel every twist, turn, and surge as immersive VR and a motion simulator pull you through treacherous deep-sea caves teeming with hostile creatures. With our innovative gaze-lock system, your head becomes your targeting reticle. Simply look, lock-on, and unleash a torrent of firepower on your enemies. The ocean’s not just beautiful, it’s deadly!
Prepared BLUEFALL for a successful game conference launch by refining UI design, gameplay interactions, and immersive VR experiences to deliver a polished, engaging demo for players and audiences.
Showcase
Challenge
Drive Client Engagement
Increased company visibility and attracted potential clients by showcasing BLUEFALL as a polished, innovative VR experience at industry events, demonstrating the team’s capabilities in immersive design and interactive technology.
Level Flow
Players progress through a guided underwater mission featuring onboarding, escalating combat encounters, environmental obstacles, and a climactic final battle.
Areas of Focus
These areas of focus define the key UI touchpoints throughout the player experience from entry and onboarding, to in-game interactions, and finally, exit and post-game feedback.
Wireframes & Placement
When creating the The lo-fi wireframes we established the placement and hierarchy of key HUD elements, explored approximate HUD sizing, and outlined the different status indicators needed to communicate player information during gameplay.
UI for cockpit
Provides essential gameplay information within the player's field of view, supporting quick decision-making while maintaining immersion.
Overall Points
Radar signaling if any enemies were in the area.
Enemies / Characteristics
Tutorial UI
Controller Tutorial: Introduces the core controller interactions, helping players quickly understand how to navigate, aim, and interact within the VR experience.
Trigger to start
Tutorial on how to use joystick
Top Scores
Exit UI
Highlights top scores and new records to recognize player performance, celebrate achievements, and encourage replayability.
New Record
UI In Game
The in-game UI was designed to provide players with clear, immediate feedback without distracting from the immersive VR experience. I focused on organizing critical gameplay information, including status indicators, targeting feedback, and combat cues, so players could quickly understand their surroundings and make decisions during fast-paced gameplay.
Radar signaling if any enemies were in the area.
Enemies / Characteristics
Key takeaway:
62.5%
87.5%
Of players found the tutorial clear, indicating strong onboarding comprehension.
Understood how to aim at enemies, showing that the core targeting interaction was generally intuitive.
The tutorial successfully communicated the core controls for most players, while testing revealed opportunities to improve weapon differentiation, lock-on feedback, and controller guidance.