Vegas Infinite Onboarding & VR Tutorial

My Role
UI Design, Front End Development, 3D Animation

Tools I Used
Figma, Unity, WPF (XAML), C#, Git

Onboarding

Originally, Vegas Infinite was only available for a limited number of VR platforms, Oculus and SteamVR. Most players accessed the game via Quest via Meta’s Oculus platform.

With the expansion to new platforms such as PlayStation VR2, PC, and Mobile, came a need to introduce a system for player accounts: creating, logging in, and switching. I worked on UI design and front end development for this system, translating the Figma designs to WPF (XAML) code. I also designed and animated the 3D components for the onboarding tutorial.

Account Selection

New Account Registration

Existing User Log In

Reset Password

Contact Support

Loading Screen

First-Time User Tutorial

With the introduction of the Player Suite, a new private area for players to spawn in when they enter the game, came a need for an improved onboarding experience. Previously, all players spawned in a public lobby without further guidance into the game. This was especially difficult for players due to the game’s VR controls at the time.

To improve the user retention, I collaborated with the Game Designer to design the onboarding tutorial for the first-time user experience. We were able to successfully improve the first-day user retention by 10%.

I was responsible for designing and developing many of the front-end of this experience for VR:

  • 3D modelling and animating the spade-shaped tutorial nodes.
  • Animating controllers for all supported VR platforms.
  • Animating the arrows and text.
  • Implementing the head tracking system for 3D elements within the tutorial.
  • Designing and implementing the tutorial progress bar.

I created prototypes in Figma overlaying development screenshots. Since the tutorial is for a VR UX, it was challenging to represent this fully in a Figma prototype. I focused on displaying each step in the sequence, with interactions from the user represented by clicking once to progress the prototype.

After testing and approval, I began developing 3D models, animations, and code for the tutorial. We addressed the following game features:

  • The Wrist UI, spawned from the player’s smartwatch. This UI is the player’s companion throughout the game.
  • Navigation controls and mechanics for VR.
  • The Daily Prize Wheel.
  • The Holo Table, a quick way to join games.
  • The Dressing Room, a place to customize your avatar.
  • The Smart TV, a way to play videos and read about game news and events.

We discovered that there was more potential to increase the tutorial completion rate, by introducing a tutorial progress bar that shows users how many steps they have left to complete, and once each step is completed, to display the reward amount with an animation.

Prototype Video of the Tutorial Progress Bar

Tutorial Video

A video of the entire onboarding tutorial in VR.

Alternate link: YouTube

Smart Mirror UI

Crafting the Smart Mirror UI for the Dressing Room.