VR Game "Beyond Bravery" Concept
Gear swapping UX within a VR game's Inventory.
Problem
I was challenged to create a VR game's inventory system, where the user is able to change gear from their inventory to their equipped gear. It's difficult to create something like that without any real game to base the inventory off of. The VR world is also very different to normal game design as you want to priorize immersion and comfort with different accessibility problems and patterns.
Solution
I created a game where the player is able to do battle with monsters and be effected by debuffs which change the way you play. With the game defined it made it easier to inform the UI and interaction design of the inventory. The initial concept was created but then soon replaced with a final UI which has a much better experience, being easier to use with more options and functionality added, outside of only changing gear. It feels more intuitive and is less immersion breaking.
Core game mechanics conceptually.
Inventory Flow
Armour
The game revolves around the debuff mechanics which make your ability to use your weapon, dodge and survive more challenging.
Bottom UI concept.
Player information.
Item Details.
Initial concept which got replaced.
Player information.