Replaced X8's flat 2D store with an in-world, walkable shop where players see items before buying. Blocked out in ShapesXR; built in-engine by the level artist to spec.
Role
Sole UX designer; spatial design lead for the shop
Team
Worked with level artist for the final build
Platform
Cross-platform VR — Meta Quest + Steam VR
Tools
ShapesXR (blockout + storyboarding), Figma
Duration
2024
Status
Shipped
Setup
X8's item store was originally a flat 2D UI. Players couldn't get a feel for a gun skin, a splat, or a bundle before purchasing — and conversion data suggested the friction was real. The store was doing the job of a listing page when it could have been doing the job of a showroom.
I proposed a diegetic alternative: a 3D, in-world shop that players walk through. Not as a replacement for the 2D UI (which still does load-out and quick-buy work), but as a companion — a place to physically see and try the things before committing.
What I did — 01
I blocked the shop layout directly in VR. Pedestal placement, sightlines, walking paths, the relationship between featured items and the broader catalog — all worked out at scale, in headset, before any 3D artist touched the model. ShapesXR's role here was less “fancy tool” and more “the only honest way to design spatial UX is in space.”
What I did — 02
I produced storyboards that walked Kendrick (the level artist) through the experience as a player would encounter it — entry, browse path, interaction, exit. He built the finalized in-engine version against this spec.
What shipped
The diegetic 3D shop is live in X8. Players walk into it. They see items before they buy.
Conclusion
There are good rules in spatial design, but there is never a one-size-fits-all approach to designing a space. It must be felt out and deliberately crafted.