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Supermassive Games

Between 2016 and 2018, I collaborated with Supermassive Games on multiple console and VR titles, designing UI and UX solutions across different gameplay formats. This work required adapting traditional interface paradigms to immersive 3D environments, where usability, comfort, and presence are critical to the overall experience.
2016-2018
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Client
Supermassive Games

Tools Used
- Adobe Creative Suite
- Unreal Engine
- 3D Studio Max
- Miro
- Confluence

Industry
Vr Games



Across multiple VR titles, I designed UI and UX systems for immersive first-person experiences, focusing on spatial readability, player comfort, diegetic integration, animated interfaces, and interaction patterns tailored to the unique constraints of virtual reality.


For Tumble VR, I designed a minimalist VR UI that aligned with the game’s clean visual style and supported its accessible puzzle experience, from spatial problem-solving and physical interaction to its social VR mode using PlayStation VR’s Social Screen feature.
For Until Dawn: Rush of Blood, I designed the full game interface, including animated panels and in-game HUD elements, supporting an intense VR horror shooter experience built around fast-paced action, player immersion, and arcade-style readability.
For Bravo Team, I designed the VR UI as well as the full frontend game flow and UX, supporting a seamless first-person cover shooter experience built around co-op teamwork, tactile weapon interaction, and uninterrupted player immersion.
Last but not least, I contributed to The Dark Pictures Anthology, designing polished UI elements and, most importantly, developing the branding and logo system that helped define the visual identity across the series.
Under E
Next Project
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