We worked closely with CCP and Sony to help shape the user interface design for two of their virtual reality launch titles.
Our UI/UX Design team spent 10 months working on CCP's Eve: Valkyrie understanding the UI challenges presented by VR and the Occulus Rift technology and establishing how to capitalise on them to craft an effective user experience.
Lead UI/UX Designer Dan Gilmore says:
"As well as creating VR appropriate designs for the front end menu we also explored the design implications for the Heads Up Display, examining where it could live and how it should animate."
By combining our UI/UX team's designs for the VR experience inside the cockpit with our concept art team's high fidelity designs for the interior and exterior of the ship, we were able to create a realistic all round experience of being inside a futuristic spaceship.
For Sony's RIGS the UI/UX team worked on the early stages of the Playstation VR version of the game bringing their in-depth knowledge of VR UI design to a series of explorations. They examined how to create the most effective design for the player's home space, how the sports graphics between matches might be displayed and how the player might change parts on the game's robotic characters. Our concept art team also created character and environment designs for the game.
Dan Gilmore adds:
"We've now helped a number of clients address the challenges, barriers and new opportunities VR presents. As a result we've created our own bespoke approach to designing UI for VR which enables us to work quickly and efficiently to establish new solutions and to help clients and partners get up to speed with what VR can do."
You can find out more about our previous work helping to create an interactive VR experience for The Sage music venue in Gateshead here.