UI Designer & Usability Tester
Film Producer, 3D Technical Artist, Concept Artist, Game Engineers
Morana is an otherworldly VR puzzle game about reconnecting with the deceased loved one through assisting earthbound spirits on their journey to realize their unfinished business.
After I joined our team, I conducted a series rounds of testing on the game and found inconsistency problems in the game : each scene has different interactions. There is no onboarding experience for player to get trained or learn how to use the Oculus Rift.
Understand inexperienced to experienced player behaviors with Oculus controllers in a Puzzle game
The design challenge behind the game is all around moving in VR world.
I conducted 1-year long user testing with the team closely tackling several main problems for player
Interactivity in storytelling
Player explore the story lines by following and interacting with the main character transitioning between scenes.
Tutorial for onboarding
With tutorial, player can learn how to move around and explore the fantasy world from nearby.
By researching on the existing games, I realize that consistency problem is associated with the spaces. I begin to map different feeling on the toggle, buttons, and sticks by understanding current player's mission and mood.
The issue happened here is that: I only cared about consistency and not realize that there is a motion sickness problem in VR 360 world. People feel their body not moving when brain seeing themselves moving.
1. Duration of the game takes about 30-40 mins until puzzle one ends
Solved: cut cemetery scene and shorten teleportation time, reduced gaze point amounts
2. Player does not where to look at in 360 environment even with the help of gaze point
Solved: working on redesign the puzzle tutorial and added heat map
3. Hard to teleport in wood scene
I realize that players can feel and get immersed in a new world after entering VR. In our journey, we want to transform their body into our main character - Dia's feeling. I decided to bring the emotional feeling of petting with kids and haptic feedback as you touch them. This enables players to have stronger emotional connection with the scene.
I made all the tutorial process with my leader from scratch to final implementation and it is successfully solving all the unpleasant moment when people could not proceed their mission in 1st & 2nd stage.
I brought multiple UI design solutions to tutorial. I defined the concept as natural, childish, and calming when starting with the scene.
VR games are not the same as digital product design process. It is always about learning from user behaviors with each story scenes.
I began to see the trend of multi-modal designs along with VR and AR experiences. Also it is not bad way to have failure and not knowing the target audience since VR field is very new. We