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VR MMO Combat Game User Interfaces and Interactions Design

Goal: Design the user interface and user experience for a large-scale VR Massively Multiplayer Online (MMO) Game, combining immersive world-building with social mechanics, quest systems, inventory management, and real-time interaction.

Design Focus:

  • Intuitive navigation in 3D space

  • Seamless multiplayer interactions

  • VR-optimized inventory, quest, and communication systems

  • Accessibility and performance across extended play sessions

Discovery & Requirements Gathering

  • Player Persona Research: Hardcore MMO players transitioning to VR

  • Casual players exploring VR for social gameplay

  • VR-native users with high sensitivity to motion and UI comfort

  • Competitive Analysis: Analyzed UI systems in games like Zenith, OrbusVR, Final Fantasy XIV (for system inspiration), and VRChat (for social UX)

  • Gameplay Goals: Enhance immersion without sacrificing functionality

  • Enable fast access to critical systems (inventory, map, chat, skills)

  • Support complex game systems without overwhelming the player

UX Flow Design

  • Player Journey Mapping:

    • Onboarding → World Exploration → Social Connection → Questing → Combat → Leveling → Crafting & Trading

  • Core UX Flows:

    • Combat Interaction Flow: Quick gesture-based skill casting, dodge mechanics, lock-on targets

    • Inventory Management: 3D spatial inventory using floating windows or “backpack” mechanic

    • Party System: Invite, manage roles, access group quests—all through a wrist menu

UI Prototyping & Interaction Design

  • Wireframes & Spatial Layouts:

    • Sketched menu placement in 3D space (e.g., wrist UI, floating windows, diegetic scrolls)

    • Designed circular/arc menus for rapid access in combat scenarios

  • Gestural Controls:

    • Developed motion-based controls for equipping weapons, casting spells, and interacting with menus

  • World UI Integration:

    • Used diegetic elements (e.g., magic books, floating compasses, glowing markers) to reduce reliance on 2D HUD

Visual UI Design

  • Design System:

    • Fantasy/sci-fi hybrid UI theme depending on lore

    • Iconography for fast recognition (classes, potions, gear types)

    • Semi-transparent, depth-aware UI panels with subtle animation

  • Feedback Mechanisms:

    • Haptic and audio cues for confirming actions (item equipped, quest accepted, friend added)

    • Ambient lighting cues to guide user attention during exploration or combat

Social & Communication UX

  • Voice & Emote System:

    • Mapped to quick-access radial menu

    • Voice indicators with distance attenuation and mute blocklists

  • Friends & Guild Management:

    • Simple interaction gestures to send friend invites

    • Customizable guild insignias and quest boards in player hubs

User Flow Demo: Including Unity, animation, video editing and C# scripts

Developer Handoff & Documentation

  • Figma to Dev: Annotated all screens with interaction notes, spacing, and component links

  • Design Exported: Unity Packages, svgs, ready to use reusable UI components

Testing & Iteration

  • User Testing: Conducted playtests with alpha players to evaluate ease of navigation, comfort, and social interaction flow

  • Performance & Comfort Tweaks: Adjusted UI element distances to reduce VR sickness

  • Optimized inventory and map interactions for motion-controller fatigue

  • Iteration Highlights: Replaced traditional grid-based inventory with 3D object shelf

  • Swapped full-screen menus for modular, gaze-toggleable panels

Deliverables: 3D UI Components examples

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UI Interaction Designs

UX Interaction Design Examples

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Figma exported PNGs as Unity svg files Examples

Results

  • Delivered an immersive and player-friendly UI system supporting rich multiplayer experiences

  • Seamless access to complex game mechanics like inventory, party management, and crafting without breaking immersion

  • Built a flexible design system scalable to future content expansions, new classes, and cross-platform VR

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