Context: Cross-platform VR experience created to promote the Justice League film and Gillette partnership, deployed across mobile VR, Oculus, HTC Vive

Role: Sr. UX / UI VR Game Designer


Timeline: May 2017 – Sep 2017

Justice League VR

Designing Justice League VR: A cross-platform immersive game experience

The Justice League VR project required building a unified gameplay and UX system that worked across dramatically different hardware capabilities. As the lead UX designer, I designed core interaction models, spatial menus, HUD systems, and hero-specific game flows — ensuring players had a cohesive and intuitive experience whether using Cardboard, console VR, or full room-scale systems.

I collaborated on the integration of varied wearables such as Oculus, Google Cardboard, Sony VR, HTC Vive, and IMAX.

I played a key role in ideating gameplay elements, defining powers and points systems, refining UI elements, crafting compelling narratives, orchestrating audio cues, and scripting engaging interactions between heroes.

01

Kickoff & align

Understanding the Challenge

Fragmented Hardware Landscape — Each device had different inputs, tracking capabilities, and interaction constraints, requiring a flexible, device-agnostic UX foundation.

Unclear Interaction Standards — VR references were limited at the time, so we needed to define new patterns for movement, targeting, feedback, and progression.

Brand & Narrative Requirements — Warner Bros. needed the experience to align with the film’s marketing narrative while supporting unique abilities for each hero.

Rapid Production Timeline — A four-month schedule demanded tight scoping, fast iteration, and quick decision-making across design, engineering, and cinematic teams.

02

Discovery & foundation

Establishing the Core Foundation

Gameplay Inputs & Tracking — Compared device-level constraints (Cardboard → IMAX) to define a shared control model that scaled across tracking and button limitations.

Hero Identity & Player Flow — Created user flows for each hero, defining the core loop, abilities, scoring, and feedback needed to reinforce their unique strengths.

Visual Interaction Cues — Prototyped reticles, gaze-based triggers, wall-slot menu systems, and color states to teach players how to interact without tutorials.

Audience Insights — Synthesized research from social metrics, user stories, and demographic data to shape difficulty, pacing, and usability expectations.

03

Systems & Prototyping

Designing Cross-Platform VR Mechanics

Core Interaction Model — Designed a universal system for movement, aiming, and action triggers that worked consistently across all six VR platforms.

HUD & Feedback Systems — Built spatial HUD elements, damage feedback, health states, and enemy indicators that remained readable without blocking gameplay.

Device-Specific UI Adaptations — Created alternate UI states for mobile, Cardboard, console VR, and room-scale configurations while preserving narrative continuity.

Hero Selection & Game States — Developed multiple hero-selection prototypes (reticle, wall-slot, punch-to-select) to find the most intuitive and universally supported system.

04

Production & final delivery

Bringing the Experience to Launch

Cross-Platform Wireframes — Delivered hundreds of wireframes mapping gameplay loops, scoring systems, menus, and hero flows across all supported devices.

High-Fidelity Interaction Screens — Created polished UI, spatial menus, and HUD elements built to align with Warner Bros.’ visual direction and cinematic branding.

Technical Playbooks — Provided detailed UX specifications outlining control schemes, affordances, timing, transitions, and device-specific UX guidelines.

Launch Support — Collaborated with engineering and production teams through final integration and tuning to ensure a consistent experience across all platforms.

Outcome: The experience launched across six major VR platforms ahead of the film’s release as part of a global promotional partnership with Gillette and Warner Bros. It drove strong social engagement, widespread press coverage, and industry discussion as one of the first cross-platform VR entertainment experiences.

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