Shattered VR // UI
client
Meta & Playside Studios
YEAR
2023 — 24
DISCIPLINEs

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.

greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR
greyvale OS green crt screen design from Shattered VR

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.

Colour palette concept art from shattered vr
styleguide page for shattered VR
styleguide page for shattered VR
styleguide page for shattered VR
styleguide page for shattered VR
styleguide page for shattered VR
styleguide page for shattered VR
styleguide page for shattered VR

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.

Main menu design from Shattered VR
main menu mirror design image from shattered VR
main menu mirror design image from shattered VR
main menu mirror design image from shattered VR
main menu mirror design image from shattered VR

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.

design concept for the shattered inventory
esign concept for the shattered inventory button states
design concept for the shattered inventory socket
video of the shattered vr inventory system

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.

design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu
design styleframe of the shattered VR codex menu

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