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Stylized illustration of a VR/AR immersive experience
MISSION 03 — IMMERSIVE AR / VR

A truly incredible VR experience.

A shame people take the headset off before they even begin.

Spatial UI/UX for AR/VR.

I design immersive experiences that make people want to keep going.

What happens

Motion sickness before it starts

Unintuitive main-menu environments: the user feels queasy before they even begin.

Too much cognitive load

Too many things to track at once. The experience turns tiring and dull: nobody wants a second run.

"Where am I? What do I do?"

People don't understand how to interact with the environment, especially in multimodal-input experiences.

Sound familiar?

Why it happens

It costs mind and body

A UX mistake here doesn't only tax the mind: it involves the shoulders, neck and eyes, and the vestibular system.

Built for a flat screen

A product designed for a monitor or a console is simply not suited to a first-person experience.

They don't know how to move

How to grab objects, how to turn, where to point? It's not always obvious.

Send me a capture of the first 3 minutes: 3 free observations in 48h.

What I'll do

I explore and observe

I step into the end user's shoes and map every difficulty.

Affordance first

I tune the cognitive load with intuitive UI and strategic placement in space, alongside the level designer.

Intuitive interactions and flows

Diegetic interfaces that simplify the path: from the main-menu environment to the lobbies to the experience itself.

What you get

  • An experience audit

    Strengths and critical points, observed in detail.

  • Layouts for 3D space

    Scaled to the engines' standard height and designed together with level designers.

  • An immersive HUD

    Built to inhabit a virtual body and stay in control, without breaking immersion.

  • Simple onboarding

    It teaches the space through interaction, no lengthy explanations.

  • Clean handoff

    Assets and specs ready the way Unity or Unreal devs need them.

Where should we start?

Expertise

XR Master in progress

Specializing and putting it into practice on the field.

6+ years as a product designer

Across games, software and edtech.

10+ years in visual design

Functional aesthetics is my priority.

Perfect if…

Good fit: A solid build to test

XR and gaming studios, museum, wellness or advertising projects.

Good fit: You have devs and level designers

I don't work alone: together we can experiment and iterate.

Not a fit: You just want "pretty" interfaces

Sure, I can polish. But not when release is around the corner.

Send me a build or a capture of your first three minutes.
Three concrete observations within 48 hours. Free, no pitch.

Press start

Let's make them say "Wow! Again!"

Send me a build or a capture of the first three minutes:
Three concrete observations back within 48 hours. For free.

Want to walk me through your project directly?

Book your 20-min meeting.

Book now