UI Design
Virtual Reality
3D
Iconography
Across 2023 and 2024 I worked as the lead UI Artist on Shattered, a horror investigation mixed reality title for the Meta Quest 3. Shattered follows Jessica Gonzalez, a hospitalised detective lost in the Greyvale Mental Facility in the early 90’s, uncovering the truth about it’s shady origins and true purpose.
Making use of the Meta Quest 3’s new passthrough technology, the Playside Studios team created a game that allows players to open up virtual spaces in their own living room, breaking down walls between the two realities.
The project was an extremely ambitious one. Requiring the creation of custom tooling within the Unity Engine, the rendering and implementation of all the game’s UI was the result of a tight partnership between design, art and engineering.
In addition to creating the game’s menus, world space inventory, tooltips and interactions, I also directed the concept, visuals and implementation for ‘Greyvale OS’ a CRT style operating system used and seen throughout the game.
Shattered won the AGDA 2025 award for Best VR title and was nominated for Best VR at the New York Game Awards. I’m extremely proud of what we accomplished.

Greyvale OS is a fictional operating system that exists within the world of Shattered, used to run the complex work at the Greyvale Facility. At multiple points throughout the game, players will interact with this system on terminals and control panels. It was therefore important to create a cohesive visual and interaction style to aid in the world building and the overall player experience.
I established a visual styleguide for all of the game’s UI. Due to the constraints of VR, through testing we realised that thin lines, ornamentation and serif fonts would render poorly on the Meta Quest screen, and in different light level environments. Instead, the style leans on clear contrast, large angled shapes, light grunge and a legible grotesque sans. The UI is given the illusion of 3D depth through the use of layering and parallax motion. All of the typography was also localised for our several supported languages.

Shattered’s main menu exists within a creepy old art nouveau mirror that appears inside the players living room. The glass shards of the mirror contain each level of the game. By reaching out, grabbing, and shattering these shards, players can turn any flat surface of their space into a doorway to virtual reality.

As a detective, Jessica needs to collect evidence and equipment throughout the game to solve puzzles and delve deeper into Greyvale. To help with this, I designed the game’s radial inventory system which springs from the player’s dominant virtual hand. Using the other hand they can manipulate the infinitely rotating inventory wheel, reaching in and pulling out items they wish to use.
To keep track of the winding and complex narrative of Shattered, players can consult the codex. This system tracks all of the collectibles, notes and evidence Jessica finds on her journey. To support this, I also designed in game prompts for discovering and viewing items, as well as for general tutorials and onboarding. These world space panels could be grabbed and moved out of the way as required for solving puzzles and accommodating various play space sizes.
CREDITS
Game Direction
Jamie Bentley
Ivan Ertlov
Production
Josh Field
Bobby Lever
Narrative
Patrick Kolan
Game Designers
Nic Lyness
Aaron Nielsen
Harley Price
Rowan Ryder
UI Audio
Alec Bathman
Zach Zuluaga
UI Engineering
Robert Bruessel
Benjamin Finlay
Ben Guest
Callum Harrington
Ewan Hickey
Micha Wilder
Concept & 3D Art
Connor Mcintyre
David Pain
Ruby Trumble
Sarsha Wheeler
Leighton Yang
QA
Andrew Zell
Eric Qian
UI & Visual Direction
Christian Orkibi