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--Lego Brickheadz Builder VR -- UI/UX Interface Prop Concepts

For this VR game, the team needed everything to feel like playing with real Legos. So I created concepts for props and UI elements that would let players interact with the game world and keep the physical Lego experience. 


Animated concept I created using Photoshop's Timeline feature to show how the transition from Play Mode to Build Mode could look and feel

Animated concept I created using Photoshop's Timeline feature to show how the transition from Play Mode to Build Mode could look and feel

Animated concept I created using Photoshop's Timeline feature to show how the UX flow for players choosing a new character could look and feel

Animated concept I created using Photoshop's Timeline feature to show how the UX flow for players choosing a new character could look and feel

Concept sketches for how the interactive in-game manual could look.  I created these concepts to show how the cover art could light up and change, like a video screen, shifting between a simple image and a more detailed almost X-Ray style image

Concept sketches for how the interactive in-game manual could look. I created these concepts to show how the cover art could light up and change, like a video screen, shifting between a simple image and a more detailed almost X-Ray style image

Example animation I created for the game manual cover effect concept

Example animation I created for the game manual cover effect concept

To accomplish a physical Lego feel, I drew some concepts of the Google Daydream remote as if it were made of actual Legos, and all interface concepts were made to look and feel like a variant of the actual paper manuals you get with Lego sets. 


To accomplish a physical Lego feel, I drew some concepts of the Google Daydream remote as if it were made of actual Legos, and all interface concepts were made to look and feel like a variant of the actual paper manuals you get with Lego sets. 


To help players understand that they were in a separate game space (instead of the normal play room) when building things, I sketched out these concepts to explore what the in-game building area could look like to separate it visually from the normal room

To help players understand that they were in a separate game space (instead of the normal play room) when building things, I sketched out these concepts to explore what the in-game building area could look like to separate it visually from the normal room