ILMxLAB (Lucasfilm)
2020-2021
UI/UX Lead
Shipped Nov 2020 and Sept 2021 on Quest.
Feb 2023 on PSVR2.
ILMxLAB Experience Launch Page
As the UI Lead, I owned end-to-end design for all in-game UI features. Menus, typography, icons, AR-in-VR hud elements, custom UI shaders, tutorials, localization, settings, motion graphics. I also designed all the mission progression, challenges, journal, and worked with game designers to untangle the spaghetti of nonlinear story progression. Shipped in Unreal Engine.
I was the first UI/UX designer ever hired at ILM. I shipped all the UI for the first launch in November 2020 in just 5 months, working mostly with the art director, game director, game designers, and engineering leads.
With so many different mechanics to represent, I championed a philosophy of 'less is more'.
I built an in-world spatial UI system using a collection of shaders with different parameters. The primary goal was to keep it minimal and avoid too many elements visible at a time.
Being selective with these parameters allowed me to create differentiation between game mechanics.
All-Kit. 'augmented' tool icons appear just when the player presses the joystick. In-world helper icons for puzzles appear at 3 m.
The compass. I removed competing features to make an objective marker that is located in world space at a target point, draws on top of everything, and maintains a minimum size.
In-world shop UI. The credits display animates as the player approaches the counter.
The number of inventory items increased in the second release. Working closely with the gameplay engineer, we designed this expandable inventory that balanced the need for quick access with the need to hold many quest items.
We gave priority to weapons in the 'mini' slots. Later we also added an 'organize' mode to make those actions more efficient. I also gathered feedback about desired improvements, and worked with our gameplay engineering lead to ship the shoulder holsters feature, allowing an item to be stored on the player's back.
The inventory pouch was one of the most complicated UI mechanics. The fun idea of turning a conventionally 2D UI element into a 3D object doesn't scale well. Diagetic elements have to follow laws of reality and industrial design, thus inheriting all the problems of real-life objects. If we had more inventory items in a future release, we would have moved most of the feature to the 2D Pause Menu.
Game mechanics need to be paced out for learning and building your character.
In VR, a lot of common features are stuck to your body, or mapped to controller buttons that you can't see. I recommended that we allow the player to attach each object and have a moment to learn how to use it.
I worked with the level designer and gameplay engineer to build this intro sequence and the 20+ tutorials spread across this level.
The inventory pouch was extra tricky, with a lot of back and forth on where it should be. It's on the chest, so we emphasize it in the beginning, reinforcing the action of picking up an item and stashing it in the pouch.
The gauntlet held 3 main play features: Holocalls, Scanning, and Compass.
The gauntlet was initially really difficult to use, but we weren’t going to re-design it before launch. I improved usability with small adjustments, making it more ergonomic and the buttons more obvious.
The workhorse UI that holds averything together.
I made the settings easily accessible from both the main menu and the pause menu.
Many settings have states dependent on other setting states, so keeping the design files well-documented saved a lot of engineering headache.
We shipped some highly requested settings in a patch after launch to appease experience VR players who expect much more detailed control over their play experience.