Defenders of the Multiverse

"...We have a solid idea here but we need re-engagement and most players don't finish the experience."


Client: 
Made in Brooklyn games; an indie studio specializing in web, VR, AR, and XR content.
Background: The studio partnered with Meta to build a Horizon Worlds experience. I was bought in as a UX Researcher and took on the additional roles of 3D Modeler, Optimization Developer, and World Tester.
Timeline: One month

Overview

Team
❖ One Developer 
❖ Three artists
❖ One lead UX Designer / Researcher (me)

My key contributions
❖ UX Research
❖ Project Management
❖ 3D Modeler
❖ Optimization dev
❖ Tester

Process❖ Define problem
❖ Test
❖ Prototype & Implement
❖ Test

Tools used
❖ Oculus 2 
❖ Horizon Worlds
❖ Discord

🌱 The Problem

Users (players of the Horizon Worlds VR app), don't return to worlds they've visited. Many users don't finish experiences before losing interest.

🔍 My Key Contributions

-Led user research & live playtesting in VR
-Facilitated group testing sessions with players and developers
-Created 3D models, weapons, and environments
-
Implemented world optimization for performance
-Introduced a progressive map structure to organize content and flow

🔑 Solutions

(1) Replayability hinges on variety: enemies, weapons, level pacing
→ I created distinct atmospheres as players progress
→ I created weapon variety, which also supported different play styles
→ Introduced a player score/progression system to incentivize replay

(2) Mission clarity improves with spatial and audio cues
→ I added spatial audio cues during enemy battles and puzzle progression

(3) Joyful moments come from unexpected object interactivity
→ I designed enemy types with unique attacks
→ I designed interactable objects throughout the experience

📈 Results

- 87% of players reached the last area, and indicated they would 100% replay the experience
- Early drop-offs decreased by 95% 
- 90% Players feedback indicated this experience is memorable compared to most Horizon Worlds experiences.

🧪 UX Process

Iterative Workflow:
-Define problem
and align team via collaborative mapping
-Usability testing (focus groups of 2–4 users) across development phases
- Iteratation of design solutions via usability testing and team design sessions
-Final testing for pacing, replayability, and task clarity

⚔️ Key Design Improvements by Phase

Early:
-
Added respawn points
-Replaced templates with custom level layouts
-Introduced new enemies & ambient lighting

Mid:
-
Added sound cues, puzzle hints, and atmosphere layers
-Increased enemy spawns and interactivity

Final:
-
Reduced friction by shortening walk distance
-Increased difficulty in later areasCreated a “World’s Fair” ambiance

🤝 Working with the team

Initially, I held a meeting with the team to discuss their vision for the world and expected needs of the project.  I also facilitated the creation of a map (very similar to wireframing in traditional UI Design), to breakdown the project into 'areas' we can encapsulate to their own mechanics, tasks, and atmosphere. Each 'area' held a list of level design ideas and goals. The map served two goals:

(1)  To keep myself and the team alined on the function and events tied to each area
(2) To help the team use a design behavior perspective as we continually update the map with new/changing design decisions.

🚧 Project Blockers

(1) World object capacity: Acted as Optimization Dev: rebuilt assets using low-weight objects
(2)Platform scripting bugs: Paused relevant testing and shifted to design tasks until scripting bugs were fixed by the team at Meta.

💡 Learnings

❖ Live playtesting is invaluable for understanding player behavior in immersive media
❖ Creative experimentation—especially with enemy design—drives replayability
Gained deep 3D modeling and lighting experience in Horizon Worlds
Reinforced the power of collaborative iteration and VR-first UX thinking

Want to see more of my work?