Brooklyn Game Store


"We need to get into the Top Pages in the Horizon Worlds app. My contact at Meta said average player time is how I get there... how do we get players to stay!?"

Project Background: The client partnered with Meta to build a Horizon Worlds experience. With one month left in the project, they brought me in as a UX Researcher.
Client: Made in Brooklyn games (an indie studio specializing in web, VR, AR, and XR content).
Timeline: One month





Photo in the first room of the Brooklyn Game Sore Horizon World.Photo taken in the project - the playground level.Photo of BKGS room prototyp
Overview
Process
❖ Learn the space
❖ Define problem
❖ Test
❖ Prototype
❖ Test
❖ Implement
Team
❖ 1 developer
❖ 2 3D modelers
❖ 1 UX Researcher (me)
My contributions
❖ UX Research 
❖ 3D Modeling
❖ World Optimizer
❖ Tester
Tools used
❖ Oculus 2 
❖ Horizon Worlds
❖ Discord
🌱 The Problem
Players are missing core puzzle interactions, leading to frustration and preemptive world exits. This results in low player engagement and incomplete world experiences.

Project Goals:
The team and I agreed on the goals below. I utilized them as a guide for my work.
(1) Ensure players organically discover a hidden key which opens a puzzle experience; the main world event
(2) Keep players in the world for at least 3 minutes, but ideally 5 minutes
(3) The world ‘feels’ like a 90’s era video game store (UX goal translation: research and create a color palette invoking the 90s NYC era)
📈 Results
⏱️ Player time increased from 2 → 5 minutes.
🔑 90% of players discovered the hidden puzzle.
😎 Player feedback confirms 90's video game store feel.
Select to view actions taken to achieve these results
🔍 My contributions
User Research and Testing
-
Conducted user interviews and usability testing in the Horizon Worlds app
- Synthesized findings into 2 personas and provided key actionable changes for each
- Ran playtests throughout development cycle to track success rates

Design and Implementation
- Facilitated collaborative design critiques and team feedback sessions
-
Introduced early interactive elements (xylophone, video game cartridges, TV, etc)
- Added clue-driven dialogue via an NPC-style VR attendant
- Integrated audio cues and ambient sound
- Created multiple 90s-era color palette
🚧 Challenges
No prior VR experience → resolved with fast onboarding via Meta tutorials, key conversations with creators and user testing.

Recruiting VR users →
resolved by traveling to social 'Hub Worlds' and learning how users socialize.

No recordings →
A challenge I took on in order to opt for faster user trust/openness during interviews. I utilized live note synthesis and surveys.
📚 Key Learnings
This was my first project working in Horizon Worlds. I had a great time learning about the platform and utilizing my skills in a completely different space. I applied knowledge learned in other roles in tech paired with design thinking to helped me hit the ground running. My main takeaways were:

❖ Always ask questions, and keep your own assumptions in check
❖ Every interaction is an opportunity to learn and get new ideas
❖ Always be open to iterate, and work through what that means to the project (communication and behavioral data are key)

**Click below to see specifics in my research and process**

More details on research findings
Additional Research, Competitive Analysis
More details on my process for this project



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