This page is a curation of UI/UX projects specifically for the
UI Designer role at Ready At Dawn

Supersonic Rhyme Chamber

Supersonic Rhyme Chamber is a VR rap & rhythm game I have been working on as my Oculus Launch Pad project since September 2020. The idea started as an experiment for a unique interaction system, but has since evolved during the past few months of prototyping and iteration.

As newcomer to VR, I started by looking at the Oculus Quest hardware and began thinking about what unique interactions we could make. Through various iterations we arrived at our current “follow the flow” mechanic that uses hand tracking to have the player groove alongside the rap performance.

Supersonic Rhyme Chamber is a VR rap & rhythm game I have been working on as my Oculus Launch Pad project since September 2020. The idea started as an experiment for a unique interaction system, but has since evolved during the past few months of prototyping and iteration.

As newcomer to VR, I started by looking at the Oculus Quest hardware and began thinking about what unique interactions we could make. My original idea was having an asymmetrical control scheme where the player holds a controller in one hand (representing a microphone), and have their free hand tracked in VR for hyping up a crowd. In addition to this, we experimented with an IBM Watson Speech to Text system where the player could hold a trigger, say some words, and the words would be transcribed into 3D objects that the player could then manipulate in VR space.

Radial Bar with rotating needle

This particular radial bar was meant to represent different stages of the player character’s mental health. I made Version 1 in Adobe Photoshop, and redesigned it in a vector program called Affinity Designer (similar to Adobe Illustrator) to make a more stylized Version 2.

For this UI system, the game design team wanted the point of the needle to follow the radial bar as it filled up. After a bit of trail and error with different angle values and adjusting the anchor for the needle asset, I was able to get it to work properly! 

UI Concept & Design Process 

I usually start off by sketching some ideas for what I think the UI in the game would look like. For these particular game about corn kernel passing through a digestive system, I knew that I wanted to incorporate different characteristics of corn into my designs, so I started off experimenting with that.  I then made some quick prototypes in Adobe XD, showcasing a bit of the motion that I was going for!

Exploring Alternative Controllers

One thing that I thought would make the experience of playing this game a bit more enjoyable was if I created a custom controller for it. I worked with an artist friend of mine named Colleen Jennings to create The Corn-troller! Since it’s a basic 2D platformer, we designed a controller with only a few inputs in hopes of making the experience more accessible to players who are not avid gamers, and make it more attractive for public playtesting. Below are some images showing the model we used, along with the finished 3D printed product. 

Conclusion

With my educational background (in game design and cognitive science) and experience implementing UI systems in Unity (using C#), I think I would make a great asset to the team and am sure I can make a positive impact for the next iterations of Rocksmith! Please feel free to reach out if you have any questions regarding these projects and thank you for your consideration!